20 builds later...


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! :)

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