Post Jam Progress


Hello! 

Just wanted to share some post-jam updates I've added in the past few days. 


Fixes:

Mono Audio bug fixed. 

Win/Lose bug fixed.

Round finishes once all enemies are captured.

Slight palette changes for better visibility.

Jam spaghetti code has been fixed and refactored

Steep difficulty curve removed. Streak of 0 resulted in 3 rerolls for player and streak of 10 resulted in zero rerolls. Rerolls are fixed at 2 for now. (Higher rerolls mean better roll chances)

words on-screen were previously made up of png images. I created a custom font so adding text is less cumbersome. 


Additions:

Effects system created so adding any tile mechanic is easy and straightforward. 

The game now reads from one image atlas rather than several. This makes sprite changes easy. 

Image and Palette swapper added. This allows me to switch all sprites and colors dynamically. Will be used for swapping between levels later on.

Piston, Bomb, and Turret mechanics were added. These can be seen in the video. All tile mechanics have also been animated


Showcase:

Piston: Propels die until it hits a wall. Can activate and kill along the way. 

Bomb: Destroys anything including walls in a 3 by 3 radius.

Turret: Shoots harmful projectiles.

Teleporter: Teleports to another location

The final segment of the video shows the player moving over two enemies. 


Art changes can be seen below. Will be polished over time.  




Thoughts:

A level editor is a priority for debugging and as a game feature. 

I'm interested in adding more roguelike elements such as level stages and items throughout each run. Each level stage would have a random set of tile mechanics, and random world generation based on a preset seed.  

The tutorial has not changed and needs to be remade. I need to come up with a different system for teaching each tile mechanic. Tooltips came to mind as an idea. 








 

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