Cool, it's a very little change, but it immediately feels more fun to play.
A few suggestion:
- add a penalty (for example subtract from the score) when an enemy manages to land, because sometimes It's easier to just dodge them, instead of attacking
- save the highscore
- add comboscore when hitting multiple enemies before landing
- add different types of enemies (different size, speed, some of them could shoot, etc)
Viewing post in Post Jam Update v0.3 Physics ! (kinda) comments
Yeah since this one's gonna be my learning experience as i go changes won't be massive (i'll implement whatever i manage to figure out can work well with the base concept) but glad to hear the bounce puts a bit more fun at least XD
Thanks for the suggestions btw :) , some of these are things i had in mind but won't implement right away because i still got to figure out how to, or finish other stuff i already got going in the project :
but to explain a bit, (sorry in advance for incoming wall of text)
- save the high score :
definitively planned and to make a proper score instead of just an enemy count, but at the moment i still don't know how i can make a save system or at the very least a way to transfer data from one scene to another to have at minimum a "final score" screen upon death :p
- add comboscore when hitting multiple enemies before landing :
will take into account for sure, i'll try to see how i can make one once i revamp the score to have a proper system instead of just the base killcount
- add different types of enemies (different size, speed, some of them could shoot, etc) :
This one i already intend to do since i started work on the post jam version, i'm working on a revamped spawn system that should be in the next update (the spawn itself won't be noticable by the player yet) but this will sort of prepere things so that i can work on new ennemy types :)
So thats that, hopefully i'll figure out the methods i'll need to add all this :p