Post Jam Update v0.9.1 Adding some of whats left and experimentation


Ok so as you've noticed the game isn't 1.0 yet, it's still lacking planned features, so V 0.9.1 it is XD

Quite a few new things in this version, first of all i've added a health and hit system with its corresponding UI player now has 4 HP and has a slight invul period after being hit (player will go red) hits include a bit of knockback so be careful especially while airbourne, also note that to balance the difficulty with this feature, lasers can harm you even if you spin, but hitboxes should be precise enough to have players navigate and dodge without issue. 

Then a new mechanic (not sure about game balance with this one so i'll need some feedback to see if it feels right or adds nothing to the game) where destroying an enemy will recharge your spinpower, which is indicated by the UI bar refilling and turning Blue for a bit to make it a bit clearer, this way combos can be extended as long as you chain ennemies.

Lastly something simple but experimental, i added a bit of vertical scrolling to the camera, to help having a clearer view while gaining altitude when chaining ennemies, and thats that for this update, things are slowly getting there :P here's the changelog for recap :


Changelog v0.9.1 :

  • Added HP and I frames system with associated UI, Player now has 4 hp instead of instant death projectiles harm you even while spinning to balance out
  • Destroying ennemies now recharges spin to help gameplay flow and extend combos
  • Changed camera with added verticality to help during airtime

Files

SpinDef_Post_Jam_v0.9.1_Browser.zip Play in browser
Nov 11, 2019

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Comments

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I know, I'm a bit late to the party, but... yay, new version! :D
The rebound is amazing! The camera movement is a nice touch, although it feels a bit weird for me. Maybe, try to move a little bit the background as well, for a parallax effect. You can even put the background buildings and the clouds to 2 different layer for an even better parallax feeling.
And, I don't know why, but I want a rain effect now! :D

(+1)

No worries XD, you're right about the camera and that it's probably cause of the lack of parallax on the background, i've already published another update by the time i'm replying here, but i'll work on that for further updates, probably when i'll start a bit of visual revamp and try to make different backgrounds to have variation.

Didn't even think about it but Rain seems like a good idea, and very fitting for this background theme(even a further revamped one) I'll see if i can make this happen down the line :)

DUDE! This update is amazing!!! :D

I'm really impressed with the new changes, well executed and amazing additions to the game! Awesome! The health/hit system i really well done and is clear. The camera is a great idea that I didn't even think about lol :P But well done! The transition is a little rough between when it starts moving and the default state, but it's not to bad. Also I like that you shortened the game over, still feels great but less annoying to sit through it :P Also the scene transitions are awesome! :D Now with the new chaining enemies in mind, it feels incredible to play! It's just so satisfying to combo 7 enemies (which I did :O I can't believe it :P) then fall all the way back down with the camera following you. Awesome! Overall the game is getting better and better to feel/play/control, which is awesome! You are making such great progress with this game I can't wait to see the next update! Keep up the great work :D

Thanks ^^ glad you liked the new additions ! 

The camera is a bit of a last minute experiment, i wanted to have the player a bit less caught up in the UI when he gained altitude, so hopefully it does the job XD, you're right about the transitions, the funny thing is that the fade seemed to work fine inside the editor, but acts up a little weird on the build i published, i'll probably change them anyway, i thought about a "swipe" transition that could make them feel a bit more dynamic (i'll see if i can make this in the next update).

Also hopefully the shortened delay on the game over screen makes it more bearable, i'll see from people in the coments if that's the case or not, otherwise i'll simply make the whole GameOver screen skippable instantly.

Not sure when i'll manage to finnish next update so stay tuned :p

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Omg, how much progress!
It was a while since I played the game and before I could do it I also accidentally started the first version (from the itch.io client), and now that I have tried 0.9.1 ... I am speechless.
There is still a lot of work to do, for example the possibility of mutating the audio, I almost became deaf.
But I owe you my warmest congratulations for the enormous improvements you have made to the project.

Starting from the most immediate as the UI, which you managed to create in the same style of the game, perhaps too simple but sufficient for this type of game (don't know, instead of the words some icon?)
The new enemy is now more within the reach of the player's attacks but still remains a killer with his lasers, although it is a pity that there is never more than one.
But most of all the biggest improvement is the rebound when you kill an enemy, the first time I discovered it was amazing. Since then I have continued to try to take more than one enemy at a time, risking more than once to die. But it was still fantastic.

A somewhat more elaborate menu and maybe a few more backgrounds would be nice additions, but I still think the game is really well done.

Congratulations and thank you for sharing it.

Dar Vacui

Thanks a lot dude, glad you liked what you tried and felt like it was an improvement to the jam build ^^ 

I decided to put updates on the web build only at the moment so that people could have an easier time trying out the game regardless of their OS and don't have to download a new build everytime while it's not finnished.

Definitively, there is still a lot to do, i'm really sorry about what you experienced with the audio obviously didn't want to have everything blasting loudly :(
when i implemented the SE and all from post jam onwards, i balanced almost everything at -8db to not have it too loud and could only trust the results on my end, but i guess balance still wasn't right afterall, i'll rebalance everything lower and also look into adding a mute feature.

Regarding the UI I made it as clean as i could for now but can still be considered placeholder, like i mentioned in the jam i'm fairly new to coding, so i'm spending more time on this aspect at the moment and i'll try to have a bit of visual changes later once i get tha game a bit more feature complete under the hood, but i'm noting your suggestions for sure, really like the idea of having icons wherever possible, this would definitively have the UI less cluttered :)

The laser enemy i'll try to rework a bit, i made him have a bit lower spawnrate for balance but yeah you're right having only one at a time may feel a bit low.

A more elaborate menu system is planned but i have other stuff in the pipeline before i can get to those XD 

Noted, i'll definitively try to have background variation to spice up the visuals, i'll probably try just a color change as placeholder at first since i want to have everything  code wise be done before i can rework the visuals.

Thanks again Dar Vacui for your honest feedback and for trying out my game :D