Post Jam Update v0.5 New enemy type
Spinner Defender » Devlog
Ok so it's a small update but it took a bit more time than i expected to push out the door, but here it is !
Only small changes in order to accomodate to the addition of a new enemy type !
This new guy flies from left to right and shoots lasers downwards at a random interval.
Note : Yes the sprite is just a simple and quick recolor of the standard ennemy because i'm focusing on the programming aspects of stuff on the project so it is probably going to change further down the line, also note that since i didn't quite balance things out the game is significantly harder with the inclusion of this enemy.
Changelog V0.5 :
- New ennemy type added to the roster, shooter type that flies horizontally and shoots projectiles at random intervals
Files
SpinDef_Post_Jam_v0.5_Browser.zip Play in browser
Sep 24, 2019
Get Spinner Defender
Spinner Defender
GMTK Jam 2019
Status | Released |
Author | PixelMetalWolf |
Genre | Action, Platformer |
Tags | 2D, Game Maker's Toolkit Jam, Pixel Art |
More posts
- Spinner Defender reaches 1.0 ! Packed all i could :)Mar 17, 2020
- Post Jam Update v0.9.5 Menu, Polish, and a New Level !Feb 20, 2020
- Visual Update for v 0.9.4Jan 23, 2020
- Happy New Year 2020, Resuming SpinnerDefender UpdatesJan 06, 2020
- Post Jam Update v0.9.3 Getting closer, more featuresDec 03, 2019
- Post Jam Update v0.9.2 Getting there (slowly) ! More featuresNov 21, 2019
- Post Jam Update v0.9.1 Adding some of whats left and experimentationNov 11, 2019
- Post Jam Update v0.9 A bit of cleanup + some add onsOct 28, 2019
- Post Jam Update v0.8 High Score and small adjustmentsOct 19, 2019
- Post Jam Update v0.7 Scoring/Combo system added !Oct 08, 2019
Comments
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Hello again :P Just a note from now on I'll post my thoughts on your latest update on the corresponding devlog post to keep things organized :)
Ok, so I like the new enemy, but the fact that it never comes down and that it's so high up to start with makes it a bit difficult to actually hit it. However it has a lot of potench! (haha Mark Brown reference lol XD) I look forward to further updates on this enemy.
I also wanted to say the as I was playing the game, somehow I managed to jump up into a sort of zig-zag vertical row of 3 enemies, and the bounce-back from the spin attack made me bounce between all of them, the as my attack ran out I had to navigate my way down. That was an amazing experience, and I think that's what you should design your game around. I'm not too sure how to do that, but I would definitely like more combos and enemies in a vertical row so that you can create epic-looking tracks between enemies, then have to navigate your way back down in your vulnerable state. I think that's what this mechanic really enables, so you should try to build your game around that. I totally understand if that's too difficult for you at your current level, but this is just some food for thought :)
Anyways I look forward to seeing where you take this game in the future, and good luck! You can expect me to reply to all of your updates :)
Hey ! Sorry for the late reply as i got quite busy the past few days.
The shooter enemy, i wasn't sure what height i could place him so i opted to put him not to low to give a bit of time for the player to react to his shots and be able to avoid them, but i'll try and adjust that to see how it goes. Haha at least if you think it has " Potench(tm) Mark Brown "(definitively the keyword of the jam, atleast from the streams :p)
Navigation around the ennemies once the spin runs out is indeed part of the core mechanic i have in mind for the main gameplay, albeit not with the best implementation, from your experience, i guess i'll try maybe more variation on the enemy spawn because i like that "track" of ennemies idea, this could also work with my plan for trying to add a combo system to the score as suggested from feedback i have.
I'll try to rework the collisions to have something like that work a bit better also, at the moment the hitboxes are a bit large and unprecise in some places :/
Anyway i'll try my best and see what i can do, Also, Thank you for your follow ! Greatly apreciate it :)
Hi! No problem, I understand :)
Yeah, I totally understand your reasoning, but I think there might be a better spot to put it :P Lol yes it totally has potench :P
Yes, I think that should be one of the focuses of the game. I would definitely love to see the track of enemies, and combined with the combo system it could be incredible! I'm looking forward to future updates :)
I personally never had any major problems with the hitboxes, but I'll let you know if something crops up :P
Ok, good luck! :D
Haha, I was following you before as well, it's just I accidentally unfollowed you and had to do it again lol :P
I'll see what i can manage, then again probably won't be for next update but i'll see :)
Oh and no problem, haven't made that mistake yet but accidents happen XD
Ok, good luck! :)
:P
I completely agree with what SphaeriCactus said. Personally I never managed to bounce on more than one enemy, but I felt the vulnerability to fall from very high after destroying many enemies, definitely adrenaline.
As for the new enemy, it's a simple opponent to understand but difficult to manage in large quantities, which for now has never happened. Since I've never seen more than one at a time, which makes it easy to destroy.
A very funny thing is to die while falling because of a bullet that the new enemy fired, maybe just before he died.
You definitely have to go on like this, I can't wait to see what you'll do next time ^^
Thanks :) and sorry for the late reply, the thing with the new enemy is that i didn't wanted to go too crazy for now just to see what the spawns were like when you have the standard diving ennemies mixed with the shooting one, but i can allways adjust this later on.
I did not cath that enemy firing just before death thing, i'll see how i can patch this if i can figure it out.