New Build - 2024 04 28


Just pushed a new build. I tried playtesting as much as I could, but if you find any game-breaking bugs, please post them and I will try to fix asap.

no new features, but fixed/tweaked a lot of things based on feedback from playtesting at the Capital Creative Showcase in Sacramento last weekend, and comments on the forum this week (thank you!).

updates are:

  1. juice: animation for Enemy eating green squares
  2. un-juiced: made the start screen static so it would work in HTML5 export    
  3.  last green taken off board will trigger end state no matter what, even with battery 
    1. this was pointed out be @stickle at the CCS event. good call. if not, it creates an exploit. and it's just more logically internally consistent.
  4. switching secondary tiles does not reduce the level back down to 0


    1. this was pointed out by Vlad and Pasta Pig. thank you! it was an unnecessary penalty to start back at zero when switching types.
  5. bug: lifeline length (how far you can move from center) resets to 1 when level resets
  6. juice: added a little "+1" effect when tiles are leveled up.
  7. bug: hacky fix for the game-breaking bug at CCS where game would crash if you tried to drop a blue/red/yellow or a battery onto a tile and that tile was eaten by a bad guy before the drop was made. (created a problem where the instance suddenly dissapeared)

any game breaking bugs, please post below!

I'm going to *try* to push weekly routine updates, so any feature requests or ideas, post those as well and I'll put them in the que!

any feedback as to game feel etc. of any sort (good OR BAD) welcome as always.

Files

xr57p-2024-04-28-1648-html.zip Play in browser
17 days ago
xr57p-2024-04-28-1648-win.zip 4 MB
17 days ago

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