
Next up
Weekly Update Post 3: Ending one level now immediately activates the next, and the final upgrade room in each level allows the player to take one extra item.
Most of the main functions are done, so I'm going to work on some of the aesthetics this week.
Weekly update post: Most of the characters have proper animations. I made models for the different types of upgrade items, but actually implementing them has been a headache. Will elaborate in article.
Weekly Update Post: Rooms will now appear in sequence, and are semi-randomized. However, for some reason the game freezes when the chaser enemy touches the player.
EDIT: The chaser enemies ignore the player's mercy invulnerability somehow.
#MaximumLoad I procrastinated so much on this lmao
(The secret is that I didn't actually play the game lol, it's just the title screen)
The previously-mentioned controls screen, accessible from the main menu.
Weekly Update number... 5? Woops, I skipped a couple weeks!
This is the HUD and UI update, featuring a main menu, health bar, stat indicators, and counter for remaining enemies, along with a new-level prompt and controls screen (latter not shown).
You may take 2 items
Working on the game-over animation and improved enemy pathfinding. Hopefully they'll get be better at avoiding collisions.




















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