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When the weapon collides with an enemy a ray is cast from the edge of the weapon. The coordinate where the ray hits the edge of the game area is used to set velocity to the enemy in question.
Right! A bit of an update. Found and corrected the error. This is what current gameplay looks like. For my thesis project at Yrgo I will build an enemy AI for this game, and until then continue to improve the feel of the game.
This is what I'm currently trying to solve. When the enemy is hit it's sometimes ignoring its heading and thus not travelling correctly. Only sometimes of course. Gotta love those "only sometimes" bugs.
Early gameplay footage. Currently working on the "batting" mechanic. Right now itΒ΄s somewhat unstable.
Short intro of us πβοΈ
We're an eletro duo based in Seoul π°π· Heavily influenced by the 90s.
Our new album #Xennials is all about the nostalgia of that era π½ CD listenin π beeper beepin πΎ floppy disks floppin days π
Stream now! π§
https://open.spotify.com/album/3YwWhnHWVy5cA8XOpbaGRA?si=8E9awqUβ¦
Fan art for Foolish I'm feeling kinda better so I drew this
Here's a peaceful little forest scene for this #screenshotsaturday, from the beginning of the game.
Updated the chest in the maze, adding sound, particles and better animation. But what's in the chest?
Just a Pico sprite
The whole squad is here!
Interested? Follow me!










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