Feedback incorporated!
This update primarily addresses the remaining feedback from the Indie City Games demo day, which were generally the more difficult to implement.
+More visual damage feedback added. Rainbow sparks fly off your ship every frame you are in damagestate. I'm really happy I found an excuse to add more rainbows.
+Shop and similar menus are now mouse navigable. Click on an item to select it, click on an already selected item to buy/sell/accept it.
+Weapon 16, the Pulse Blazor, is now visible for 6 frames. This was crudely achieved by making the beam use less energy, and thus remain on for a longer burst.
+Respawn menu takes time off the respawn for each correct answer
+/- I still haven't played "SPAZ", "SPAZ 2", or "Heat Signature", but I've looked at videos of gameplay for them. I might implement some of the more strategic gameplay at some later time, but for now you'll just be looking after one ship.
The next big task is to streamline my menu code and make many of the recent changes (and more!) into options. Also high on my list is to pick or create a starter system that is relatively tame for the new players.
Files
Get Bling Hustle: SOAP
Bling Hustle: SOAP
Ships on a plane
Status | Released |
Author | kanethemediocre |
Genre | Action, Simulation |
Tags | 2D, Exploration, Retro, Sandbox, Space, Top-Down |
More posts
- Feedback Found!34 days ago
- QOL40 days ago
- UI tweaks, bug fixes, and better systems41 days ago
- Minisystems, thrust, and friendlypopulate()44 days ago
- New thruster and more systems45 days ago
- Human-made systems are back47 days ago
- Sensor upgrade is useful50 days ago
- State of the universe53 days ago
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