Alpha 0.1.2 introduces mediocre sound effects, scavenged from Sonniss.com and music of arguable quality by Mark Sparling. This is the most obvious addition in this update. The most significant is the dynamic difficulty.
-Resources
There are now more interesting effects to having souls and cash. Most notably, holding souls will increase the difficulty: Enemies will have more health and deal more damage. They will also drop proportionally more cash. Holding cash when entering a level determines the cost of the chests. So resource management is a whole new problem in this version. Ideally, you want to enter a level with no souls and no cash.
-Weapons, Items
There’s also a new weapon which drops from the Reaper’s Eye. It’s a good’un! So weapon drops are now going to be a thing. As a primer, weapons & items previously were only accessible from chests, which cost cash to open. Most still come from chests, and not opening them would be very unwise. But I do want to add more weapon/item drops over time.
-Future content
That’s most of what’s in this update. I’ve also done a ton of small things: The reload bar is better, more particle effects, etc. So now, I’ll discuss what I’d like to proceed to do: So, currently, there are 4 floors: Foyer -> Lab -> Turbine -> Core. I originally intended for there to be another floor between Turbine and Core, and I still want to do that. The problem with that, is that the game is a good length as it stands. The solution here, I think, is to make the new floor, Storage, optional. An area of high risk and high reward, only accessible if you want to go there. I also want to make alt floors for Lab, Turbine and Storage on a separate path which is harder and which is also voluntary. This, I’d argue, is the main meat of what I have not done yet. Aside from this, I need more items, more weapons, more enemies, bosses, cool particle effects, etc.
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