Posted April 24, 2024 by bones7242
This is the build I brought to the recent Capital Creative Showcase in Sacramento. I got a lot of great playtesting feedback, and certainly found a fair number of bugs/gameplay issues. The goal was to try out some new features as we work out the next iteration of the game's design. Things like more floor-tiles (i.e. item) variety and some sort of level progression/win condition.
new features
1. the biggest "feature" i wanted to try out is an upgrade system for the floor tiles. In prior version you could create orange, purple, or green, but you could not upgrade them. Now, you can upgrade Orange floors to Turrets (a passive attack tile) and Purple floors to Force Fields (aka walls; a passive defense tile)
2. I updated the way floor tiles display, so that when you hover one tile over another it will show a preview of which tile will result from the combination.
3. there is a "battery" which is the key to exit the level. after you find it, you can drop it on greens to absorb them. absorbing a green may release a bad guy and depletes your total green count (i.e. health), so it provides a risk/reward push-your-luck mechanic on the way out of the level. When you drop it on the starting point, you end the level. Any greens you charged the battery with are added to your charge total (score).
known bugs:
other known issues: