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gamedev 

I'm realizing that this game is piss easy because Spy Hunter-style enemies can only attack from the side. While I do have a mine car. It isn't enough. Unlike the original Spy Hunter, enemies cannot appear from behind because this game has predefined enemy placement. And if you know where the enemies can attack, you can always attack from behind, and never have to deal with the threat of enemies attacking you.

I plan on adding one more enemy that appears from behind and will shoot you on sight. Hopefully, it will add a little bit more challenge. However, I need to be careful about adding too many enemies on screen because of the lag problem that I can only mitigate so much.

The other option is just to scrap predefined enemy placement altogether, and have cars appear from either the top or bottom after a certain interval with a limit on how many cars can appear on-screen at once. This would obviously be a hard choice because I put so much work in designing the levels and even creating my own level editor, but unexpected turns are just simply a reality in game development.

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Two hours from now, we will have a conversation with Elliot Roth, CEO and Founder of Spira, Inc. Spira creates industrial chemicals from algae, replacing artificial colors and animal proteins for food. Join the call here:
buff.ly/457xl1P

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gamedev 

Desert level is done. Created a forest level using the level editor.

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Reminder that unless a PC game also has you use the mouse, there is no need to use WASD for directional movement. I don't know why people are shitting on my game for having the player use the arrow keys.

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anybody ever use this

I came across it accidentally but I am intrigued by the alien demon fish thing
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