Devlogs
1st Post Jam Update (Feedback Improvements)
Well it's been over a week now since the first GMTK Game Jam was finished. Since then I've been working away on a post jam update for Rickety Rocket. The feedback received from my fellow jammers was insightful and I wanted to apply it immediately.
I take player suggestions seriously. If you have something you'd like to see in the game please let me know. Any feedback is welcome and appreciated.
@Josh_Burleson
Discord: JoshBurleson#1198
Player suggestions that have been implemented:
Player suggestions being worked on:
- Enemies are to easy to to pick off/sit next to and dump shots into:
Some enemies are always going to be easier than others depending on what weapons you have. Some balances have been made to make this harder to do but can still be done in some cases.
New features/fixes:
- Fixed some crazy velocity issues with the rocket.
- Rocket starts out with Rear/Front weapons.
- New "Swarmer" Enemy.
- New Mine/Missile Enemy Traps.
- Weapon pickups swap on pick up (So you can still pickup the old one).
- Weapon pickups indicate if they're for the front or back weapon slot.
- New Weapon pickup icons.
- Put weapons/item into a DB.
- More apparent when the shield is taking the damage vs the rocket.
- Rocket UI indicates weapons.
- The recharge sound only plays once instead of spamming it over and over.
To Do:
- New levels/level generation.
- New enemy types.
- New weapons.
- New item type that provides passive stats/bonuses.
- Redo various Visuals/Effects.
- Controller support.
- Shield mechanic still needs work/is buggy.
- Incoming asteroid UI indicator.
R&D:
- Multiplayer.
- Upgrade System. Get "Enemy Souls" to buy health/upgrades/weapon drops, etc.
- Character System (Unlock new rockets/characters to play as).
- Bosses.
- Secrets.