This version contains a full level, as it is planned in the final release
Many improvements compared to the previous version:
Improvements in physics / gravity
The appearance of the levels has been significantly improved
Improved sound design, the range of sounds has been significantly expanded
More comfortable shooting mechanics, as well as a new AOE ability
New additional upgrade effects
Some important events will be displayed in text
Mini-quest with a special special enemy
Improvements in game control and navigation in the interface
Try it and let us know your impressions or suggestions
Devlog #2
This update is mainly aimed at developing the next location, but the existing level and mechanics were also refined.
What's new:
Implemented design of a new outdoor area
Designed new enemies for that new location. Here are some of them
New mini-boss. It will be recognizable by those who are familiar with the first episode of the game. Here, his goals are slightly different and this is more of a mini-quest.
Added elemental blow to combat mechanics. AOE attack, at the cost of resources
What's improved:
Each upgrade now has a unique additional effect. This gives more tactics to the battle, because for the additional effect to work, you can improve the ability only 1 time
What's in the next devlog :
Some improvements in UI, extended radar for outdoor areas, system messages
A closer look at new locations
There will be an updated demo as well
Devlog #1
The first devlog is already here.
The demo is available, hopefully without critical bugs and contains the entire first level. About 20-40 minutes of gameplay depending on which places you want to visit.
The game takes place on a colonial base, which finds itself in confrontation with local life forms. This is a sequel to the first episode.
The mechanics of the game are mostly an action platformer with elements similar to the blaster master (character and tank).
What is implemented:
Tank controller - full implementation
The character controller is a full implementation, but some features are likely to be added.
Outdoor area- fully implemented, with an underground branch, which will be implemented in other locations.
Indoor locations are non-linear, only for the character, 2-3 per level.
Mini bosses, 2-3 per level, can be found inside indoor and outdoor locations.
Loot and upgrades of the tank and character. Fully implemented, but the balance is still in questionable stage.
Enemies and environment. Fully implemented in the demo version, but will differ in other locations.
What's next:
The second level (of three), which will be different from the first. There will be not only mechanical creatures, but also local nature, inhabitants and even "living" colonists. It will not be present in the demo version, but the progress will be described in the next devlog.