Top Dog cover
Top Dog screenshot
Genre: Simulator

Top Dog

v0.84 - 'Rogues'

Reworked progression


First of all, there are 10 waves in total now (instead of the 12-13 we had). Focus has shifted from the stage (desert, clouds, space) to the single wave: each has it's own name (and a bit of character, if you will) and can escalate, for example: 'Furball' > 'Furball II'.

Current progression is split in 3 sections: the middile will feature the new 'Rogue' enemy and each section will shuffle the order and selection of waves to offer a more varied run each time.

Current balancing is not final and probably the game is a bit more difficult now so please bear with me while we tweak it out together with the upcoming updates.

All the things



  • New progression system
  • New 'Rogue' enemy: a more aggressive fighter that can strafe and takes 2 hits
  • New 'Scavenger' Upgrade: for maximum scraps attraction
  • Better 'Armored' Upgrade: boosts hull to 150% but no more extra life (there are towers for that)
  • Tweaked 'Wing Leader': still the hardest enemy but now a bit more consistent in it's behaviour + there are less of them (maybe except for the final wave 🙃)
  • Tweaked 'Sky Tower': takes one less hit + repair pickup gets activated on first hit + proper extra life pickup icon
  • 'Sky Dog' achievement changed: obtained by destroying 5 sky towers
  • Interceptors are now officially aces: hex icon + ace category
  • New 'Vector' variant paint job: now comes in sexy black with red lines (rogues are using the same)
  • No more HUD flashing red during upgrade selection (rare-ish)
  • Added 'Stick Accel' option (Menu > Controls): setting it to 'exponential' might be useful if you are using a hotas setup


That's it! 🫡

SITREP #4 - v0.84 Preview

I've been working on a better wave/stage system but it needs some more time for basic tweaking and balancing: by next saturday it should be in a playable state for you to check out.

What's happening (work in progress, not in the current build)



  • New progression system based on waves (and not stages): it will allow for more randomness and finer tuning
  • New 'Traitor/Defector' enemy (let me know which name you like better): a more aggressive viper that can strafe
  • Tweaked 'Wing Leader' enemy: will be a bit more consistent in it's behaviour and there will be less of them
  • New 'Scavenger' Upgrade: for maximum scraps attraction
  • Better 'Armored' Upgrade: boosts hull to 150% but no more extra life (there are towers for that)

That's it! 🫡

v0.83 - 'Mechanic++'

Big Stuff



  • Baseline 'Mechanic' + tweaking: you now get 'scraps repair' by default (4% per 1 scrap) and the 'Mechanic' and 'Mechanic+' upgrades are boosting that to 8% and 12% (numbers are not final)
  • Leaderboard overhaul: 'smart view' that prioritizes friends + full view if you scroll down ('Show more players' button) + total (fighter) kills under the name
  • Last day leaderboard view: you can take a peek once (for now)


Tweaking & Polishing



  • 'Supersonic' boosted: goes to ridiculous speed, outrunning missiles
  • Enemy Missiles/Drones arrows: they show up only when you are actually pointed at
  • 'Enemy Hit' sound: a bit more hearable


I wanted to include more stuff in this update but I think there's enough to go around until the next big one which will include a new player upgrade and probably a new enemy.

Thinking further ahead: I'd like to do some improvements to the 'target lock' and begin to make stages a bit more random.

Let me know what you think, and please don't forget that I'm reading every bit of your feedback even if I don't always reply.

That's it!

v0.82b


  • Fixed bug that made possible to play the last stage endlessly
  • Friends are showing up on the leaderboards (cyan light)

v0.82 - 'Guns Guns Guns!'

The big stuff



  • Added 'Stick Mode' option (menu > controls): this one is for gamepad/stick players, it will allow to play with the classic flight-sim 'roll & pull' kind of controls, which is now the default setting (if you prefer the simpler scheme, you can set it back to 'yaw & roll'). That is something that was already in the game but I decided to disable for silly reasons
  • Bumped bullet thickness: so guns are a bit easier to aim and more fun in general
  • AI is now limited by ceiling altitude the same as the player
  • Added overheating mechanic to GAU-20 and AC-60: this is another feature I had dormant in the game


Tweaks



  • Plane turning rates got bumped a bit
  • 'Supersonic' variant has better strafing: it's now in the middle between base plane and the 'Vector'
  • GAU-20 spread decreased a little (but same as before during overheating)


Bugfixes



  • Some AI navigation bugs
  • Frigates now attempt some obstacle avoidance
  • Mouse sensitivity adjusted when zooming


That's it!

v0.81d

First small update to get the ball rolling.

Changelog:



  • Fixed random seed issue: first run seed was not "random" enough
  • Leaderboard tweaking: adjusted score plates so personal score stays around the top

I will get into more details about the random seed in one of the next updates, now I need to go to sleep.

Thanks for playing!

SITREP #3 - 'Sky Tower'



This is the first static type of enemy you'll encounter in the game, it will appear in the second stage of the game: the Clouds.



When you get close enough, it will launch drones from the hangar, which can be damaged only for a few seconds while the doors are open. And each time you damage it, a repair pick-up will immediately replenish on top (which currently has a cycle of 30 sec).



What's next?


I'm planning to have at least 3 stages for the (Early Access) release: each introducing something new. First two stages (Desert and Clouds) are pretty much complete and so I'll be working on the third stage.

That's it!

SITREP #2 - 'Frigate'

Apologies for the late SITREP, I wanted to finish the Frigate before making an update but there's so much work to do.

Here we go with an "almost finished" version:



  • Enemy 'Warship' type: basically a boss
  • Single 360° heavy turret on top
  • Fire missiles from the sides
  • Drop mines when you get close enough
  • A bunch of critical points to destroy before killing it



What's left to do is to remodel the sides (at first I redesigned them with vertical mounted turrets but they got scrapped in favor of the missiles) and tweak some more the behaviour: like activating the missiles only after getting damaged.

Release Date Shift


As you might have noticed the release date got postponed to early 2023. I underestimated the amount of work needed for the boss-like enemies and these few extra months ahead will hopefully be enough to get a solid Early Access release.

That's it!



SITREP #1 - 'Wing Leader'

SITREP > 'Situation Report' > Development Report: I will post a quick selection of what has been done in the last development sprint.



'Wing Leader' first pass



  • Enemy 'ace' (exagon icon): you should give priority to them over fighters (triangle icon)
  • Transforms into a 'legs down' VTOL pose when strafing
  • 'Wing' because it is supposed to come escorted by 2 'Vipers' (the basic enemy fighter)


What's next?



  • More enemy related work
  • Having a functional start screen is currently my highest priority: work in progress below 👇




That's it!


Feedback is always appreciated and if you like please share with your friends! 🙏

New game: TOP DOG