That's actually a really good point, @PlayPartyTag! Appreciate the feedback!
I'll be keeping the current system for now while I experiment with something different in my Test Labs, without affecting the main game. A new idea popped into my head that's a little more complex, but I'm excited to see how it plays out.
The current card system already allows players to create different builds by stacking upgrades, such as increasing Splash Damage Radius, Chain Lightning Range effect, and other weapon effects.
I actually want players to become ridiculously overpowered after putting a significant amount of time into the game. That's part of the fun of progression! The goal is to make that power feel earned rather than having players become overpowered too early, while still maintaining a high skill ceiling that rewards players for mastering the game's mechanics.
At the end of the day, we also need to keep players satisfied. I want them to feel rewarded for the time and effort they've invested, and to genuinely enjoy the sense of progression rather than feeling like their power is constantly being restricted for the sake of balance.
๐ Firewall Defense โ Devlog Update!
I'm probably on my 50th playtest of Firewall Defense at this point, hunting down bugs, and guess what? I've already found another one! ๐
Turns out, Shield Capacity upgrade cards weren't saving properly when exiting the game. But here's the weird part: whenever I picked up another Shield Capacity card, all my previous stacks would suddenly return!
Today I'll also be testing whether Health Regeneration cards are accidentally affecting Shield Regeneration speed. Hopefully no more surprises... ๐
I've also been thinking about scrapping the entire card upgrade system.
I see these systems in so many games now, and honestly, I'm getting tired of them. I want Firewall Defense to offer something fresh and unique rather than following the same formula.
I haven't decided what will replace it yet, but I've got some thinking to do. I'd love to hear your thoughts!
Back to Act 1!
I'm returning to Act 1 to give it another polishing pass. I've probably polished this area five times already, and I guarantee I'll find another excuse to polish it again the next time I return. ๐
I'm also excited to share that I've brought on concept artist @AmyMartin_1 ! We'll be collaborating on Act 1's maps, visual direction and story. I genuinely can't wait to see what we create together!
Still a long road ahead, but I'm enjoying bringing this universe to life, one improvement (and one unexpected bug) at a time. โค๏ธ
#FirewallDefense #IndieDev #GameDev #IndieGame
My first ever gameplay video of Firewall Defense! ๐
Hereโs a glimpse inside one of its abandoned space substations. Explore the wreckage and uncover the stories left behind.
What happened here?
Would love to hear what you think ๐
#IndieGame#GameDev#indiedev
Big updates this week for Firewall Defense ๐
Beyond the battles, youโll explore massive, abandoned space substations and uncover the stories hidden in their wreckage.
What happened here?
#IndieGame#GameDev#indiedev
Welcome home, pilot. ๐ฐ๏ธ
Veyra Station ๐. Where you can chill kick back admire your progression.
Still in development, more soon. ๐
Enjoy your weekend lovely people. ๐๐ฉโ๐๐จโ๐
#ScreenshotSaturday#indiedev#gamedev#indiegame#scifi
Two weeks of work on this new area. โ a hidden area you only reach by finding the secret.
Everything falls inward.
More coming this week: The Lost Voyage.
#ScreenshotSaturday#indiegame#gamedev#indiedev#shmup
Been working on a redesign for Prism Bastion, one of the bosses in Firewall Defense! ๐
Hereโs the old version alongside the new conceptโlayered crystal armour that opens to expose its core.
What do you think of the new look?
Iโve also been working on the storyโs second bossโitโs getting wild with so many unique mechanics!
#indiedev #gamedev #indiegame #SciFi