Hey there!
Since the previous update, I have been working on the structure between missions.
The current build now includes an Operations Map that shows mission availability, completion and best scores. Those scores generate Operational Data that can be invested in ship equipment before the next deployment. Only an improved best score provides additional resources, so repeating the same operation with an equal or lower result does not create a farming loop.
I also returned to Mission 3 after receiving feedback that its enemy formations appeared slow and simple for a third stage. Rather than increasing enemy health or projectile density, I added choreographed formations with different entry directions, firing windows, repositioning and intentional withdrawals. The comparison below shows the same section before and after that pass:
The existing deterministic patterns remain in the mission. The new formations occupy some of the gaps between them and are still being adjusted through playtesting. This pass also introduces new visual assets for the player aircraft, enemy drones, bosses and environments, alongside clearer outlines, stronger separation from the background and a visible reticle matching the aircraft’s actual projectile hitbox.
I published a longer development log covering how the map, scores and equipment now connect individual missions into a campaign:
Building a Campaign Layer Without Turning a Shmup Into a Grind
For a mission-based shmup, does using each mission’s best score as an equipment resource sound like a useful reason to replay earlier stages, or would it risk making score improvement feel mandatory?