Omegalith - v.103a
Changelog
Sound effects are louder.
Added death transition
Added death sound effect
Leaderboards are fixed.
Added controls at start of game.
More rage button activation buttons.
Lowered molten spikes for a better flow.
Certain FX are no longer cut off.
Added leaderboard entry sound effect.
Loudened ambient noise.
During rage mode items now are rendered in front of most other objcets.
Rage mode drains slightly quicker.
Default setting is for full screen now.
Wanted to get more done over the week, but I’ve been training for a new job and that’s severely cut in to my time this week. Hopefully next week will be a larger update. This gets us started on received complaints though. Anyways, here’s my to-do list.
To-do-do list
Add jump grunt
Add running noises (still figuring out how to approach).
Rage mode scream on start
Rage mode collision sound fx.
Make it more apparent when you die (open to suggestions).
Color leaderboard entries until fully submitted.
More balance stuff.
More legible control screen.
Make control & loading screen less bland.
Less horizontal gameplay via tiles & platforms? (Uncertain)
Add more obstacles.
Make the world feel even more alive via sound.
Clean up lava spikes art.
Particle effects.
Online leaderboard.
And a bunch of other shit that I can’t remember.
Follow for updates, should be about once a week. Please comment if you encounter a bug! Also, feel free to shoutbox me, or yell at me in dev chat if you encounter any issues or have any suggestions.
I’m sure this will be buried in about 5 seconds by FNAF posts, but to those of you that clicked, I hope to hear from you.
Cheers,
Piano Hands && Caleb Schowalter
0 comments