Posted June 25, 2022 by jimlad42
I am unbelievably frustrated after having done an actual playtest of what I released last week. That was not a good time to get sick apparently... over 3/4ths of the first map just wasn't set up to spawn! Ugh... I'm sorry about that.
Anyway, this week has been spent fixing bugs, adding quality of life features, and polishing this game until it shines. By this point, I'd say this game is feature complete, (for the most part) and ready to be promoted to v0.1! It now feels less like an early alpha and more like a proper beta!
I still have many plans, by no means is it perfect and balance will take awhile, my plan is to have 6 total maps, and I'd like to go through and pretty up these menus with some proper theming eventually. But, this at least clearly shows what my goals with this project are now.
Changelog:
V0.1: The Fun to Play Update
Additions:
Health Bar: No more near-impossible to read numbers! Takodachi now have health bars showing how much health they have left.
Visible Bounds: Now you can tell where the edges of the map are located! No more being really confused why you can't place stuff there because it's out of bounds! (Doesn't help other areas like the water's edge.)
Fixes:
Wave fixes: Who- wha- why- I don't know, I'm sorry about the last release with enemies just not spawning from over half the areas...
Sound improvements: Ina's less annoying, sound should work more nicely now.
Rebalancing all the things: I can't recall exactly what's changed, but special time's been spent on Calli to ensure she's useful without being OP. (She's still OP.)
I mainly went through and replaced the first numbers that came to mind when making the upgrade system with numbers that had at least a second's thought put into it.
The next goal is going to be making the third level. Something Kiara themed similar to how the second level was Gura themed.