Autofire design flaw's

I noticed some bad design in the autofiring code for laser defender.

By disabling the secondary key instead of checking if your firing in the code, you still allow the player to spam click / press the fire key rapidly, and possibly trigger an infinite firing loop.

The current design also is such that the player can “click to fire faster” or even use an autoclicker to completely trivialize the game in its current state, as you are only checking if the player holds the button, not if they click like mad to spam lasers.

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