It’s been a while, hasn’t it? Probably should’ve made a post saying I decided to leave the game as is after the last update, and I also forgot to mark the game as Released, but oh well.
This update brings a lot of minor improvements, as well as a few gameplay changes:
Re-enabled the little text telling you what to do (this wasn’t showing for the past 6 months. oops.)
Hid cursor during play
Added underscores to show the length limit for names when submitting a highscore
Added a backspace button when submitting a highscore
Added keyboard controls for highscore name submission
Slightly adjusted speed and spawnrate for regular and elite enemies, as well as size for the latter
Added super-elite enemies which require a solid run to find
I have quite a few ideas in mind for other improvements and changes, but whether they make it into the game or not is hard to say. I made this update today (I’ve been sitting here for 3 hours straight, my back hurts) for two reasons:
First off, I wanted a quick break. Starting this month I’ve decided to work on games every single day, and with that I started a new large project. I’ve scrapped pretty much all my old prototypes, though there are a few ideas I’m interested in pursuing in the future.
The second reason is that I absolutely love publishing games/patches and collecting feedback. It sounds silly, but it’s an experience unlike any other, and I missed it.
Currently, my personal main focus is the aforementioned project, a JRPG which I hope to release a public demo for in the coming months. I intend to develop this for a very long time, and may take occasional breaks to work on smaller games like this one. I’m also currently working on a school project, as well as something really cool I can’t talk about that I hope will be made public this decade!
Thanks for reading this devlog and playing my game. You might not hear from me very soon, but I can assure you there’ll be plenty to come in the future!
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