Demo 0.4
Switchblade (Demo) » Devlog
Ugh, after a couple of weeks, another new big update. This one took a while but marks the demo being 99% done aside from a few lingering issues.
As usual I've tried to check for bugs but some may linger. Please let me know if any pop up!
Changelog is as follows:
- Gameplay:
- Player:
- Lowered speed for player boost steering and shoot steering
- Boosting into walls now halves velocity
- Boosting now has a 0.3 second grace period when the buttons are no longer held. While in this state, enemies will still die to contact with the player
- Bouncing into a wall now sets the player's angle to the normal of the bounce, but only if they are facing towards the wall
- Added a proper player death animation
- When killing an enemy with boosting, if ammo is restored, it will show how much ammo it restored
- Player trail no longer appears when not moving
- Extra effects and sounds occur when trying to boost without thrusting, to make it clear that it's an intended mechanic
- Player health circle now changes colour at low health
- Large improvement in effects for when the player takes damage
- When killing an enemy with a boost, effects that appear which indicate ammo has been restored only appear when there is ammo to restore (eg, boost-killing an enemy at max ammo now looks different). This is to properly indicate when ammo has been restored
- Lowered speed for player boost steering and shoot steering
- Timer:
- Timer has been replaced. The new system is wave based, in that after defeating a wave and starting the next one, a time pickup will spawn. Touching it adds 10 seconds. Starting time has been reduced to 30 second
- Added pickups that increase time when defeating a wave of enemies or by triggering a boost explosion
- Scoring:
- Added a scoring system
- Killing enemies with boost increases multiplier but does not apply it
- Killing enemies with shot applies multiplier as score to enemies killed by shooting
- Added a text object that appears when killing an enemy to indicate score added
- Boss:
- Updated boss caption
- Tagged boss warning SFX so they work with the volume sliders (sorry)
- Added lots and lots of polish (too much to list here)
- Added boss music
- All enemies during a boss now restore ammo again, but some restore significantly less
- Laser attack now renders again and has improved effects (and has audio)
- Laser now fires on phase 1
- Sped up boss intro
- Slightly improved boss warning polish
- Boss now properly pauses the timer instead of setting it to 1 when transitioning in a phase (looks slightly nicer)
- Most boss attacks that spawn only bullets now have a low chance to spawn a charger instead of a single bullet instance
- Quitting during a boss now resets the palette group to non-boss palettes
- Boss tentacles now oscillate in and out for added difficulty
- Boss hud elements now properly use the UI colour
- Bosses now only show on-damage effects if they took damage (EG boosting into them no longer makes them flash white, and Ocellatus no longer flashes white if you shoot it in its shielded phase)
- Improved boss death and damage effects
- Added an extra attack to the boss shielded phase
- Bosses no longer pick the same attack twice
- Ocellatus no longer spawns any enemies during its shielded phase
- Bosses now make the player invulnerable during warning and intro
- Enemy:
- Drone eye has been repositioned finally, so it sits in the center of the socket
- Added sounds for when enemy warnings appear
- Added sounds for when enemies spawn
- Enemies now only show on-damage effects if they took damage
- Stickers now create smoke particles when attached to the player to indicate what they are doing if the bar isn't obvious enough
- Added effects and sound for when an enemy takes damage without dying (EG shooting a drone at full health)
- Improved particles for enemy death
- Player:
- Menu:
- Added a victory screen on beating the boss
- Added a gameover screen on dying
- Organised options menu into better sub menus (i think)
- Added menu sound effects
- Misc:
- Added screen transitions
- Added a music manager system, music with an intro now only has that intro play once, where the main section loops infinitely
- Improved level intro visuals
- Adjusted volume of lots of sounds
- Added angle shake to the screen shake. This shake is not affected by intensity, but is affected by disabling screen shake
- When FPS is enabled, it'll no longer change font when another font appears on screen
- Added option to set the camera zoom amount
- Added a hud element to show the number of kills until the next wave, and the time until the next wave auto starts
And with that, I'm taking a break for the rest of the week. Have fun!
Files
Switchblade.love 60 MB
Jul 11, 2024
Switchblade-win32.zip 56 MB
Jul 11, 2024
Switchblade-win64.zip 57 MB
Jul 11, 2024
Get Switchblade (Demo)
Switchblade (Demo)
Master your Switchblade in frantic combat against the endless swarm!
Status | In development |
Author | n0ba |
Genre | Action |
Tags | Colorful, Fast-Paced, psychedelic, Top down shooter, twitchy |
More posts
- Demo 1.041 days ago
- Demo 0.6.269 days ago
- Demo 0.6.171 days ago
- Demo 0.671 days ago
- Demo 0.5.1Aug 11, 2024
- Demo 0.5Aug 10, 2024
- Demo 0.36Jun 25, 2024
- Demo 0.35Jun 24, 2024
Leave a comment
Log in with itch.io to leave a comment.