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I'm thinking there will be "stages" to the game where, once the player earns however many points, their score and the difficulty they've reached will be saved and a screen will appear giving them the choice to continue or exit to the main menu.

I'm gonna spend some actual time this weekend on the backdrop image for Hensen Hopper. I also came up with some more ideas to improve the procedurally generated enemy spawning system and the gameplay loop of the game as a whole this week while at work!

These are the new Weather Effects for the game. It is based on the in-game calendar that allows different area's of the game to have different effects at different times. #gamedev #unity3d #vroid #indiegame #indiedev #jrpg

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This is a short video showing off the new procedurally generated enemy waves in Hensen! In theory, the game will become more and more unpredictable as I continue to build and implement new enemies!!!

Updates are still going. There are updated levels with new puzzles and new enemies. Here are some shots from the update:

I did get a lot more done on the backdrop yesterday, by the way! It's not finished by any means, in fact, it's quite empty and even ugly in some places, but it's beginning to come together!

I've been working on improving the backdrop for Hensen Hopper! The way I'm doing it this time is I'm creating a 32x32 image for each texture I want, tiling it to fill the backdrop image, and using layer masks to "paint" where that texture will be visible.

I'm thinking since yesterday I got the procedurally generated enemy waves working, today I'll spend some time drawing a proper backdrop image. I have a pretty cool idea for how I'll do that too that I came up with at work this week!

I've gotten the procedurally generated enemy waves fully working now, by the way!!!! I'm going to make a new alpha build of Hensen sometime later this weekend and also a devlog video + article about that!

#RetroGameDay

My favorite retro games are Contra Hardcorps and Gunstar Heroes.