Heh, thanks!
I didn't have any time to actually balance the sounds.
The "enemy disappeared" sound was actually going to be the enemy shooting sound. Probably could have made the destruction sound a bit quieter, but it was always supposed to sound like a hammer hitting an anvil or something.
it's also a pretty important sound since it lets you confirm kills, you can still plink enemies that have gone off-screen
I'm actually amazed that it's kind of fun, it ended up going from "pile of code to put text on screen" to "working, playable game" within an hour.
I wanted to add a star-field and obstacles to enhance the "3D" feeling, but alas.
My biggest regret with the game is that the enemy sprite is so awful.
I had nicer ones made, but that was the one that was in game already. Heck, I'd probably have turned that enemy sprite into an explosion if I had more time to work on this.
also, my official developer high score is 134454 139524 if anyone wants to give it a go :D
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currently known bug: if a shot and an enemy change zoom distance at the same time, neither will collide and you will miss -- eg, shot going from 2->3 and then an enemy going from 3->2 and they're never at the same depth because both changed that frame
It's a bit rare, but not rare enough and you'll probably die from it at some point.
The code should probably have used the sub-depth as well when determining collision, but it's ridiculous how short a period of time where the game went from "I wrote collision and maybe it works" to "oh shit I'm uploading".
Might release a post-compo version with a few little changes+tweaks (at least, I'll put in a fix for collisions)
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at some point after the compo ends, I'll post WILD-BREAKER.ex, an upgraded version of the game with color, a starfield, better difficulty balance, fixed collsions, and a handful of other little things (pausing, multiple high scores, etc)