Hope folks are doing well so far in 2017. The latest version has made the following changes based on user feedback.
- enemy turrets fire much less frequently in the starting levels 1-7
- player health dial has been moved to lower screen left to avoid visual confusion with the aiming dot
- new music by Talon Vick for even levels 2,4,6,8
- green 'birds' show flocking behavior on even levels - I'll be expanding on flocking behaviors later with using the birds as powerup targets and predator/prey relationships between flocks, etc
Feel free to post feedback on the changes, new music or in general.
Thanks!
garcia_1968
price change
Thanks again to the community that has spent time playing and providing constructive feedback on improving the game. Planning to change the price of the game from free to $3 to help support previous and further development time on the game. Please feel free to provide any feedback related to this pricing change on this thread or message.
version 1.61 tower decay, dropping blocks
- re-worked towers to look more decayed and fragmented
- rectangular blocks(except for the final top block) will now fall away from 3 to 10 seconds after being hit by a rocket explosion
version 1.60 towers, player health
Added tower elements to the levels, which meant that I also needed to reset the leaderboards (now suffixed 2016-12, older boards still available for looking).
Added player health which can be reduced by rocket fire from enemy turrets, enemy turrets explosion push and damage increases through first 7 levels. Enemy turrets revive after being destroyed.
Added additional ghost player(higher rank) from leaderboards.
version 1.59 best time/path saves for levels 13+
- restored local file save for best run time/path for levels 13+ so players can compete against their own best time/path for levels 13+ - levels 1-12 still stored on steam leaderboards
- made turrets able to shoot at low frequency(vs not at all) on beginning player levels
version 1.58 trees, flowers, prints
added flat tree and flower cutouts placed on rocks, no collision
added Japanese prints by Ohara Koson (1877-1945)
version 1.57
A ghost player 'zamboni1999' is now included running the first 2 levels as a way of introducing new players to how the game mechanics can work and a starting path to improve on.
Rockets also have some horizontal push force(but not vertical) added.
version 1.56 ghost player runs/challenge
After completing a level, when restarting that level the player will see two ghost objects moving through the level, their best time/path is the ghost with a white trail and a player which is ranked 2 spots above them will show with a blue trail. This lets the player see potentially better paths to improve their time until they potentially get to the #1 rank in which case they will only see their own best path.
I chose to include a player 2 ranked spots above the current arbitrarily, once the boards get more populated I can refine this to choose based on maybe half the previous rank(a harder challenge) as well as 2 spots above(an easier challenge).
leaderboard 2016-11 reset
Apologies to anyone who posted times this afternoon, had to reset the leaderboard to add some additional functionality. Hoping the latest change will provide the functionality needed to enable player ghosts to race against.
version 1.55 ghost players
Working to implement ghost players, so setup a new level leaderboards that should include the players ghost for that run for others to compete against.
Once the new leaderboards populate a bit, I'll post another version that will shows a few player ghosts that are ahead of your current time.
Also made the rocket explosions not effect the player for now to prevent overpowered rocket jumping. I may bring them back but possibly just sideways motion or dampened upward motion.
Also made it so that Vive owners can control the game with keyboard/gamepad, although currently you have to have both controllers powered on at game startup.