Post Jam Update v0.3 Physics ! (kinda)
Spinner Defender » Devlog
Okay so this one only has a few things, i wanted to spice up the gameplay a bit, so i added a bit of bounce physics (sorta) and fixed a "typo" in the UI.
Like last time the web Browser Build is the one that got updated, here's the changelog to recap
- Fixed a "typo" in the UI where a space was missing and didn't center the score properly when it updates
- Added "Bounce Physics" whenever an enemy is destroyed it bounces the Player in the opposite direction
Files
SpinDef_Post_Jam_v0.3_Browser.zip Play in browser
Sep 12, 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
Log in with itch.io to leave a comment.
Cool, it's a very little change, but it immediately feels more fun to play.
A few suggestion:
- add a penalty (for example subtract from the score) when an enemy manages to land, because sometimes It's easier to just dodge them, instead of attacking
- save the highscore
- add comboscore when hitting multiple enemies before landing
- add different types of enemies (different size, speed, some of them could shoot, etc)
Yeah since this one's gonna be my learning experience as i go changes won't be massive (i'll implement whatever i manage to figure out can work well with the base concept) but glad to hear the bounce puts a bit more fun at least XD
Thanks for the suggestions btw :) , some of these are things i had in mind but won't implement right away because i still got to figure out how to, or finish other stuff i already got going in the project :
but to explain a bit, (sorry in advance for incoming wall of text)
- save the high score :
definitively planned and to make a proper score instead of just an enemy count, but at the moment i still don't know how i can make a save system or at the very least a way to transfer data from one scene to another to have at minimum a "final score" screen upon death :p
- add comboscore when hitting multiple enemies before landing :
will take into account for sure, i'll try to see how i can make one once i revamp the score to have a proper system instead of just the base killcount
- add different types of enemies (different size, speed, some of them could shoot, etc) :
This one i already intend to do since i started work on the post jam version, i'm working on a revamped spawn system that should be in the next update (the spawn itself won't be noticable by the player yet) but this will sort of prepere things so that i can work on new ennemy types :)
So thats that, hopefully i'll figure out the methods i'll need to add all this :p
There are many ways to achieve those, I'm not an expert either, but if you need help, feel free to ask. :)