Devlog - Week of Mar. 14


Hey everyone, 

This week we've been going through playtesting sessions and looking into what we can adjust in our game based on the feedback we receive.

Some changes we've made that are also outlined in the Feedback Adjusted Build Demo --

  1. Added a minimum speed for the player
  2. Adjusted Spawning behaviour
  3. Added time-based system to generate powerups
  4. Made healing pills storable for later use

We found that these changes smoothen out the rough patches that we've experienced during playtesting.

The minimum speed for the player makes for a better experience at extremely low health levels - we found that some players would rather restart the run than play the game at that extremely slow speed, and this change, combined with the healing pills should help smoothen out the experience.

Powerups. We've known for a while that certain powerups were significantly stronger than the rest of the powerups we currently have, so we've made them rarer by rewarding the player with better powerups the faster they clear the wave.

Spawning issues. We found the experience with our naive spawning to be a bit rough around the edges when it came to enemies that would spawn in an obscure location and not move. So, we've redone the system in a way that would allow for us to finely control the frequency and location of enemies, as well as any custom behaviours we want. Look forward to seeing mini-challenges within each wave such as tanks spawning in front of clusters of enemies to protect them!

Our next steps will be to implement the rest of the features we have left in the last development cycle, and keep playtesting. 

A lot of changes will be coming in this last cycle!

Until next week,

-Andy

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