Version 0.8.5 + 0.8.5a + 0.8.6 + 0.8.7 - Changelog


With this version all the game logic should be in. If everything goes well, I will not have to extend on the game logic anymore.
My plan now is to add final art assets for version v0.9 and from v0.9 to v1.0 I will focus on getting the balance to a healthy point. :)
So far I spent about 50-ish hours on this, therefore it is time to wrap up this little project!

Version 0.8.5

  • Added a boss that will spawn before every improvement-card selection
    • First appearance after the 4th difficulty card selection, will return every 5 levels
  • Card selection screen now shows the current level
  • Increased enemy spawntime reduction per card from 0.2s -> 0.25s
  • Difficulty Cards now get properly disabled if they reach a threshhold
  • Added accuracy-% to endgame stats
  • Removed game logic from UI elements
  • Improved coloration switch on enemies that lose hitpoints
  • Reduced time per "level" 60s -> 45s
  • Fixed bug that would count bullets that hit enemies with more than 1 hitpoint as "missed"
  • Fixed a bug that would not save the "sound on" option 
  • Fixed several sounds that would not care about the "sound on" option

Version 0.8.5a

  • Limited the spawn of enemies by the boss to a certain area of the screen
  • Reduced the scaling of the bullets a boss shoots depending on game level
  • Increased the time reduction of enemy spawner time card 0.25s -> 0.5s
  • Increased the time reduction of enemy special spawner time card 0.25s -> 1s

Version 0.8.6

  • Sometimes enemies died on spawn without any bullets near them... difficult to reproduce, added a potential fix.
  • Improved Boss Sprite
  • Added Placeholder Title Art
  • Added Placeholder Game Cover Image

Version 0.8.7

I was not happy with the fact that the spawntime reduction cards were the go-to solution at the beginning of the game.
They basically worked as padding before cranking up the "real" difficulty.
Combining them does 2 things here I think.

  1. It reduces the levels you can pad. (Max 7 now)
  2. It now is more "dangerous" to pick because you basically pick 2 difficulty cards from before.

I also tried to think about other difficulty cards, but most of them would go out of scope for what I intended this project to be.

  • Changed endgamestat "player accuracy" from %-based number to 2 decimal places
  • Combined enemy spawntime reduction difficulty cards into 1 card
  • Added new difficulty card "enemy passing damage" that can be selected up to 2 times

Files

v0.8.5.zip 33 MB
Jul 06, 2024
v0.8.5a.zip 33 MB
Jul 06, 2024
v0.8.6.zip 33 MB
Jul 08, 2024
v0.8.7.zip Play in browser
Jul 12, 2024

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