Thank you for all of the feedback during the voting period during Indies Vs Gamers! When updating the game for post-jam play, I aimed to address some of the game’s most major issues, as well as make the game more user friendly.
If you’ve been playing the old version, I highly recommend downloading the new version, as slight modifications to the game play have been made.
I made modifications to the enemy spawn algorithm, so that specific spawns will happen at specific waves, instead of each wave being at the mercy of the random algorithm. This was primarily done to make sure that enemy spawns are more varied during the begining of the game. This will hopefully improve the play experience for players of all skill levels.
You can now also view the high score table in-game - an essential feature that I did not originally have time to implement!
One player suggested that I make the game a little more forgiving, especially during the jack out sequence. Unfortunately, I have not found a way to do this and maintain the game’s current level of tension. I’ve tested a “JackShield” that essentially saves the player from one hit during the jack out, but it changed the game too much. Player fragility is part of what makes Bloodjak unique, so for better or for worse, I will keep this mechanic as it is.
I intend to created a Mac build and add Xbox controller support, but currently do not have the resources to do this.
Enjoy the updated version!
UPDATE v1.1
-High scores can now be viewed in-game
-Spawn patterns are slightly less random, especially in the early game.
-Player is invulnerable during the last 1.25 seconds of jacking out (this is when the screen flashes)
-Points awarded upon destroying enemy ships are now displayed
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