In terms of constructive feedback: I would like to know when the various weapons are "charged." It doesn't seem like we can tell from looking.
Also it might be interesting to see what question the opponent is working on and what his answer is.
In terms of constructive feedback: I would like to know when the various weapons are "charged." It doesn't seem like we can tell from looking.
Also it might be interesting to see what question the opponent is working on and what his answer is.
if you use the throwing star multiple times, it charges up other ones. But if you use another one, then you have to charge it up again. I believe 4 throwing stars give you the exploding star!
I think it might just be doing random choice when it's clicked. I found that if you get the "it's charging" message, you can just click again & again & eventually one of them will go through.
Edit: I think the "charge" is earned when the enemy move is completed, but the logic is buggy. Pretty fun first game nevertheless.
Or, something small and sneaky, like a pixel changing.
[Removes cloak]
On second thought, that would kill the charm of it.
But well done!
1. Dont't allow button clicking when not the player's turn (expect tiny dev might be getting tripped up by async event handlers here)
2. Visually flag whether or not an ability is charged
Appreciate the feedback!
"Sorry, you have to branch first."
"Sorry, you have to submit a pull request."
"Did you complete your peer code review?"
"Did you close the associated Jira tickets?"
"Did this pass your test harness?"
"Are you having this built and tested by your CICD bot?"
"... is this project's architecture even approved? Sorry, you need to submit this to the architectural review board. They meet once a month."
Come to think of it, I'm now recognizing why coding used to be more fun.
For this version, I stopped at "does it work? alright, move forward"
This has me dead. To the kiddo: great work, this is an amazing start.