Devlogs
20 builds later...
Posted January 27, 2025 by Fodi
In the last few weeks we unearthed this project (okay, it was in a shallow grave) and make a bunch of changes to gameplay, graphics and UI/UX.
Here are the most important ones:
- The three bonus zones now spawn at the same time at a semi-random location near the middle of the level, they all despawn and respawn every 20 seconds.
- Squashed enemies can drop coins too
- Almost every asset has been replaced from the original GrafxKid versions to new ones drawn by Teebor.
- Revised touch input method (“analog” turning)
- Fake shadows (player, enemies, zones, items, obstacles)
- Removed player weapon knocback, slightly increased player movement speed, so it’s consistent and decoupled from the shooting direction
- New weapon: remote controlled mine (Shift / RMB / gamepad X or Y to place, then detonate). Mines regenerate after some time; if you upgrade in the weapon zone, the cooldown decreases and mine damage increases too.
- We’ve made a bunch of rule changes to attempt balancing the game to accomodate the new mechanics.
- Reworked pause menu / game over screen with stats & options (volume, mouse sensitivity, quit, restart)
We’d love to hear what you think about these changes! Also please feel free to share your best game over screens - it’d help balancing the game a lot. Thanks! :)