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.
- It reduces the levels you can pad. (Max 7 now)
- 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
Get Space Squid Invaders
Space Squid Invaders
Quick Space Invaders like project to test some things and fiddle around with Godot.
Status | In development |
Author | Escabur |
Tags | Arcade, Casual, Controller, Godot, keyboard, Pixel Art, Singleplayer, Space |
More posts
- Version 0.8 + 0.8a + 0.8b + 0.8c - ChangelogJun 24, 2024
- Version 0.7 + 0.7a - ChangelogJun 23, 2024
- Version 0.6 + 0.6a - ChangelogJun 23, 2024
- Version 0.5a + 0.5b + 0.5c - ChangelogJun 21, 2024
- Version 0.4a - ChangelogJun 20, 2024
- Version 0.3 - ChangelogJun 19, 2024
- Version 0.2a - ChangelogJun 18, 2024
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