Posted May 01, 2020 by PixelMetalWolf
So, Displazer, my entry to the Godot Wild Jam #20 is now having its first post jam update.
Thanks again to all who played and commented during the jam :) hoping that tis update will adress some of the issues people noted while trying the game out.
First of all, some slight gameplay changes, the most obvious one being the controls. Since some people didn't have that much issue with it i decided to do a "double bind" to fix the initial keyboard controls, you can now shoot using either Tab or LeftCtrl and you still jump with the spacebar. Controler binds remain the same if you have one on hand (and i feel this still remains the best way to play the game) however phone/tablet users can now toggle "Mobile controls" from the titlescreen to have touchscreen buttons appear (had no proper way to test this on a touchscreen device but buttons should work, layout may be adjusted if need be from given feedback).
Regarding the jump, one of the most noted issue was the single jumpheight, being that you could only jump at max height any time. This is no longer the case, you now have variable jumpheight depending on how long you press the jump key, you can now also duck by pressing down arrow or corresponding d pad direction to help dodge some shots.
A few visual updates, i added a new jump animation, and a corresponding animation for the new duck ability, i've also decided to add a new background layer as i felt that in some levels where you went higher and the parallax elements were no longer visible, the background felt somewhat empty, so hopefully this fixes that, added a bit more refined hud to complement the new weapon system for this update, weapons with the exception of the starting gun, now have ammo usage, once depleted you go back to your default, to try and balance weapons a bit more, i've also capped the fire rate of the 2 that weren't untill now, and all weapons can now be fired by holding the button except the starting one.
Last but not least, untill i make more tracks to have variety in the music, i spiced up the exsisting track, it's still the only one in the game at the moment, but it should hopefully be a bit less repetitive to hear, i also have small sound adjustments like randomized pitch for some of the weapon sounds to add a bit variety there as well.
Well that's that for now, I don't know how regularly i'll be able to push updates, but i'll try to have them as frequent as i can, in the meantime sorry about that looong initial dev post, thanks for sticking around, and hoping you enjoy this update, here's the changelog for recap :
Changelog Post Jam Proto V0.1 :