Post Jam Update v0.9.2 Getting there (slowly) ! More features
New update, there are quite some new things added here, some features and some small details also.
Firstly and because i forgot to mention it in the previous update log like the total goof that i am :p , screen transitions, however here i chose to have them with a "screen wipe" animation instead of the fade since it loaded kinda roughly in the gameplay screen, functionally identical but with a newer animation and also a little bit shorter to keep the pace up.
Also a "quality of life" fix, as noted from feedback i adjusted the volume of every sound in the game, didn't find a way to control a master volume so i adjusted every sound and music instead to lower and balance as much as i could (feel free to comment if sound is better now )
I'll try to figure out an option to mute everything on command further down the line.
Up next some tiny adjustments to the UI, the spin bar now has a more varied color coding to indicate :
full = green, depleting = yellow (the 2 initial states it had), boost recharge = blue (recently added), low energy = red (this update)
As well as the player's health bar turning red when health is critical
Small changes also include changes to ennemy hitboxes to be as accurate as possible to the sprite
Now for the main additions to this update, first floorblocks are now destructible they take damage from enemy lasers and enemies crashing into them, they will shortly flash red to indicate damage, and will blink when about to get destroyed, when destroyed the block will "crumble" and "sink" at the bottom of the screen, each destroyed block counts as damage towards the city, and if too many are lost the city will be lost thus being a new fail condition other than player death.
*EDIT*One thing to note though, after uploading this build, upon testing i realised that i left the "debug values" to the floor's resistance, thus making very weak blocks :/ will be fixed upon next update ^^'
That should be it for this update, slowly but surely it's getting there :p here's the changelog for recap :
Changelog V0.9.2 :
- Lowered volume and balanced it out
- Changed scene transitions from "Fade" to "Swipe" animation for cleaner faster transitions
- Small UI adjustments, new color code for Spin Power Bar, as well as Player's Health Bar
- New destructible blocks for the level's floor paired with a new failstate if too many are lost
- Special game over mini cutscene for the new fail status
Files
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 v0.9.1 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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Oh, cool, just commented on the previous one! :D
Now, it's getting harder, it's tricky to safely land when the stage gets smaller and smaller and you're up in the air and can't see the ground, but that makes it exciting, I guess... :D
The end of the city animation is a cool addition too. Now, there's 2 failing condition, do you plan to add a winning condition as well?
And one more thing: it would be nice to see the highest combo on the end screen, not just the highscore.
I made the "destructible ground" thing as a way to have a bit of change in the stage, and usually the camera doesn't climb high enough that the ground isn't visible while in the air, but i think it's not that visible because of the over abundance of grey in the stage, i'll see how i could change that, but probably when i tackle a visual update :p
Glad you liked the animation XD it's not much but i wanted to try this to see how it went to have a mini kinda "cutscene"
At first to keep the game simple i wanted to keep the game only score oriented with just the fail conditions ending gameplay, but now that you mention it, it surely would be more satisfying to have a way to win as well other than improving one's score, i'll see how i could make this work out without denaturing the game and also considering my very beginer dev status XD
Noted for the combo thing, i'll add it to the final stat screen upon game over, but i'll probably display the high score only during gameplay to not clutter the screen more :)