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I'm happy you like the changes! And thank you so much for the feedback it means a lot!

*The snake bug i weird, I don't know why it happens, but I've seen it once as well... pretty strange. (I'll see if I can fix it)

I think your idea for balacing altars is great!
Giving the player more insentive to hunt altars, and making that hunt the core of the game, is a good idea.
Right now altars are spawned whenever the player moves 8 tiles (96 pixels) to the right, or when there are no other altars. They spawn at a distance of 23 tiles form the player, in a random direction (between -60 deg and +60 deg).
All in all the current system is pretty random, and not that good (it was my first idea).

I will try your approach :D
- Spawn only 1 altar at a time
- Spawn a new altar when the current one is either used or destroyed by the VOID
- Spawn the altars closer to the void, to insentivise a more risky playstyle
- Give the player more points for claiming an altar
- Punish the player for letting an altar be destroyed (move the void and give a warning message)

I'm not sure if I like the idea of subtracting points, hopefully giving more points at altars will be insentive enough.

Again thank you for the feedback! Your ideas are great and super helpful!

(+1)

Happy to keep this discussion going, and super happy that ideas are useful! 

I'll be looking forward to the updates and playing this new version in the meantime!

Btw, agreed on your comment re not subtracting points. My main concern balance-wise there was to create a system where a player would not be able / incentivized to wander right (away from the VOID) endlessly, after fully upgrading, and achieve a highscore this way - even if slowly.

I think a good way to approach this problem would be: to calculate how much missing an altar should speed up the VOID, in a way so that a player, even with the best upgrades, cannot outrun the VOID for too long without going for altars. These parameters might also be good ways of 'defining' how long the average session goes on for.

Cheers!

Great suggestion as always! Hopefully I'll get a new version up tomorrow :))

Cheers!

Hey I saw a new update out but no blog post - just curious what the changes were (expecting to jump in this weekend) =)

Cheers!

Hey :)

I've reworked the altar spawning system, so now there will only ever be one altar at a time.
The altars also spawn closer to the VOID and will increase the chances of "bad" events if destroyed.
Altars also give +500 points by default when "claimed".

I also added some new tile-variations. Now each tile has 3 looks as well as some decorative elements. Just to spice things up a bit.

All other changes are very minor:
   - Some new sound fx
   - New animation when dying
   - And probably some other minor tweeks that I forgot.... I should really start writing things down as I go

And thanks for checking in,
Cheers!

(+1)

Nice! Changes sound great, I'll try and report back if I can after playing, but in any case, thanks for the  continued support to an already awesome game!