20 builds later...
Shortfall » Devlog
In the last few weeks we unearthed this project (okay, it was in a shallow grave) and make a bunch of changes to gameplay, graphics and UI/UX.
Here are the most important ones:
- The three bonus zones now spawn at the same time at a semi-random location near the middle of the level, they all despawn and respawn every 20 seconds.
- Squashed enemies can drop coins too
- Almost every asset has been replaced from the original GrafxKid versions to new ones drawn by Teebor.
- Revised touch input method (“analog” turning)
- Fake shadows (player, enemies, zones, items, obstacles)
- Removed player weapon knocback, slightly increased player movement speed, so it’s consistent and decoupled from the shooting direction
- New weapon: remote controlled mine (Shift / RMB / gamepad X or Y to place, then detonate). Mines regenerate after some time; if you upgrade in the weapon zone, the cooldown decreases and mine damage increases too.
- We’ve made a bunch of rule changes to attempt balancing the game to accomodate the new mechanics.
- Reworked pause menu / game over screen with stats & options (volume, mouse sensitivity, quit, restart)
We’d love to hear what you think about these changes! Also please feel free to share your best game over screens - it’d help balancing the game a lot. Thanks! :)
Shortfall
A 2.5D survivorslike action game (HEJ 2024 May jam)
Status | In development |
Authors | Lasermagnet Games, Teebor9, Fodi |
Genre | Action |
Languages | English |
More posts
- Build 32: options menu & some minor changesJul 22, 2024
- Build 31: tiny changesJun 17, 2024
- Build 30: updated level & player death visuals + fixesJun 14, 2024
- Build 29: new enemy sprites, smarter zone spawnsJun 13, 2024
- Build 28: camera changes & more tweaksJun 13, 2024
- Build 27: text UI changesJun 13, 2024
- Build 26: coin zone upgrades, enemy coin dropsJun 13, 2024
- Build 25: chonky enemies & more juiceJun 13, 2024
- First post jam updateJun 13, 2024
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