Post Jam Update time, packing some new features !
So this one took a lot longer than i expected to get done, but here it is it's time to release another update ^^
This one is packed again, first of all we have a whole new switch/door/laser system in place, to spice up the levels a bit, now insead of a long straight go to the exit, you have to de activate/open color coded laser barriers/doors to reach the exit, with this comes the addition of moving platforms that go back and forth continuously.
Some small visual changes as well, i've reworked the whole tileset to have a bit more variety, reworked and re shaded the visible weapons, and their powerup capsules, reworked the menu buttons as well.
A bit of gameplay adjustmens, the Wave shot has now a bit of a slower fire rate, and the Laser now does continuous damage while passing through enemies.
And that is pretty much it for what's new this update, as always i hope you'll enjoy the game :)
Now time for the changelog/recap :
- Added new Laser Barrier system with switches
- Added Doors with switches
- Added Moving Platforms
- Reworked Tileset
- Reworked Weapons/Powerup Capsules Sprites
- Reworked UI Buttons
- Wave shot now has slower firerate
- Laser now does continuous damage while passing through enemies
Files
Displazer
Godot Wild Jam 20
Status | Prototype |
Author | PixelMetalWolf |
Genre | Platformer, Action |
Tags | 2D, Pixel Art, Retro, Sci-fi |
More posts
- Displazer Post Jam 1.0 is done !Oct 28, 2020
- Displazer 0.8 Close to completionOct 08, 2020
- Displazer 0.7 getting there !Sep 16, 2020
- Displazer 0.6 update, new level, changes under the hood etc...Aug 14, 2020
- Post Jam v 0.5 resuming updates after busy unplanned scheduleAug 05, 2020
- Post Jam update time new effects, and new musicJun 30, 2020
- Displazer Post Jam updateMay 14, 2020
- Displazer Post Jam first updateMay 01, 2020
Comments
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Hey dude, amazing update!
The game is looking really good, and not like a "jam game" at all. The doors and moving platforms make exploring the level much more interesting(and actually required now, since you could just rush to the teleporter in previous versions).
I feel, however, that it's now quite easy to get lost and wander without direction. I believe this could be easily fixed by adding some "landmarks" around the level. Could be some special tile or background element that shows more rarely, a save point, or something else. Just something that helps the player mentally map the level. You could also add shortcuts around the door switches, so you can quickly get back to the "central" areas after toggling them.
Thanks :) I thought it would be a good way to make the levels way less linear, and encourage the player to explore a bit, though i agree that it can be a bit easy to get lost, i have more deco assets planned, i just wanted to update with gameplay features first to see how people would feel about them, if they were good ideas or not ^^
Shortcuts and other ways to ease backtracking definitively sounds like a good idea, i'll see how i can make better maps thinking this way, probably modifying the 4 existing ones at first to see what can be possible then building actual levels that fit the new systems better.
Anyway, thanks for stopping by the update and your feedback dude, cheers :)