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Hello, again, everyone! This will be a pretty late post, but I still have some things to announce today.


What Was Done Since Last Post

Unfortunately, it'll be well past the morning on my end when I post this. However, I was still able to get what I wanted to do in the last post done. I now have stats being tracked during gameplay, and I now have an indicator showing how large the targeting radius is of the turret the player will deploy. I also got the tracked information onto both the player's HUD and the Game Over screen.

This was a pain, as I wasn't familiar with how to communicate everything to multiple areas without making the code a jumbled mess. It didn't work, but the game's not crashing yet. I call that a win!

What To Do For the Next Post

As for what I'll try to do for next time I post, I'll be hoping to make things a bit easier for the player when dealing with enemies. As you can probably seen in the GIF above, even 5 enemies can be a bit of a pain for the player to deal with if not careful. I do want the game to be challenging for players, but not as insurmountable as the game currently feels. I hope to get some proper spawner objects for the enemies to come out of, which should help with allowing players to anticipate the enemies easier. However, that update may be far off (i.e. not being handled today due to time constraints).

Right now, I'll be working on some more tweaks here and there to polish things up and prep myself for things to come in future updates. Hopefully, when you all get to play it near the end of the jam, it will feel great to just run around.


Well, that's all for now. Right now, I have to do my regular computer back up. Afterwards, I'll be back to it. Until then, thanks again for following the development of my game.