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_Post_Jam_Proto_0.3_Browser.zip Play in browser
May 29, 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.

(+1)

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 :)