Displazer Post Jam first update


So, Displazer, my entry to the Godot Wild Jam #20 is now having its first post jam update.

Thanks again to all who played and commented during the jam :) hoping that tis update will adress some of the issues people noted while trying the game out.

First of all, some slight gameplay changes, the most obvious one being the controls. Since some people didn't have that much issue with it i decided to do a "double bind" to fix the initial keyboard controls, you can now shoot using either Tab or LeftCtrl and you still jump with the spacebar. Controler binds remain the same if you have one on hand (and i feel this still remains the best way to play the game) however phone/tablet users can now toggle "Mobile controls" from the titlescreen to have touchscreen buttons appear (had no proper way to test this on a touchscreen device but buttons should work, layout may be adjusted if need be from given feedback). 

 Regarding the jump, one of the most noted issue was the single jumpheight, being that you could only jump at max height any time. This is no longer the case, you now have variable jumpheight depending on how long you press the jump key, you can now also duck by pressing down arrow or corresponding d pad direction to help dodge some shots.

A few visual updates, i added a new jump animation, and a corresponding animation for the new duck ability, i've also decided to add a new background layer as i felt that in some levels where you went higher and the parallax elements were no longer visible, the background felt somewhat empty, so hopefully this fixes that, added a bit more refined hud to complement the new weapon system for this update, weapons with the exception of the starting gun, now have ammo usage, once depleted you go back to your default, to try and balance weapons a bit more, i've also capped the fire rate of the 2 that weren't untill now, and all weapons can now be fired by holding the button except the starting one.

Last but not least, untill i make more tracks to have variety in the music, i spiced up the exsisting track, it's still the only one in the game at the moment, but it should hopefully be a bit less repetitive to hear, i also have small sound adjustments like randomized pitch for some of the weapon sounds to add a bit variety there as well.


Well that's that for now, I don't know how regularly i'll be able to push updates, but i'll try to have them as frequent as i can, in the meantime sorry about that looong initial dev post, thanks for sticking around, and hoping you enjoy this update, here's the changelog for recap :


Changelog Post Jam Proto V0.1 :

  • Added variable jump height
  • Added Ducking ability to dodge shots
  • Added Weapon Ammo usage system
  • Added Touchscreen controls
  • Added new background layer, new animation frames to player as well
  • Revamped Hud

Files

Displazer_Post_Jam_Proto_0.1_Browser.zip Play in browser
May 01, 2020

Comments

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Oh cool, the new jumping mechanic feels much better! The limited ammo is a good addition too, now I can't just shoot at everything... :D
One thing that is a bit weird for me, when the enemies got hit they blink in green, which is a bit hard to notice, I would go with the classic red or white, but it might be just my personal preference. :)

(+1)

Yeah i thought it would be nice to have a way to limit the weapons in some capacity cause it was pretty OP to have an upgrade and keep it unrestricted for the whole level. Good point about the color, i think the green is a placeholder color i forgot to change, not that hard to fix so whenever i'm done with next update's  stuff i think i can change the color to red which should make more sense XD. 

Nice game, difficult at least for me, I had to repeat the third level three times and the fourth two.

In some places it's easy to fool the AI by continuing to jump over a cover, firing a shot and then hiding again, but it makes the gameplay boring and the fact that dying makes you just restart the current level, makes trying new strategies less risky and therefore more fun.

Every time I found a new weapon I was excited to try it, and the possible weapons are many, but it's a pity that it doesn't change the model too.
The artistic department is varied, each level has its own aspect, unfortunately recognizing the different enemies is difficult, and therefore also understanding what weapons they have and therefore how to fight them becomes complex. But as said before, there is not much risk and after redoing several levels several times, I knew different ways to avoid many of the enemies, so as to quickly return to where I died.

It's the product of a Game Jam, so I'll avoid judging it too much. That despite all the limitations, you managed to achieve something so well done is a great achievement.

I can't wait to try your next updates.


Bye

Dar Vacui

Hey thanks for stopping by :) 

Yeah can't argue that the AI isn't really clever, however it's cause i experimented a bit at having an actual AI that reacted to some situations, so it's very basic but a step up from my previous game, sorry i couldn't do any better :(

Glad you liked the weapons though, I'll try to add a bit of variety and have a dedicated weapon sprite for weapons if i can, the enemy recognition problem could be attributed to jam time where i made some really quick palete swap for some so yeah i can totally agree with the issue here that they may be hard to identify as to what weapon they use.

Glad you seemed to enjoy what's there despite the flaws still, like i said i'm not sure how often i'll be able to update but stay tuned. Still thanks for your interest Dar ^^

The ducking and variable jump height really made the gameplay a lot more fluid! I also really liked the updated music, and will be looking forward to hear new tracks. 

Good to see you like the changes, hopefully it's a bit more spiced up from the jam build, not sure how often i'm going to be able to update but more is definitively on the way, thanks for checking the update out  :)