This is the throwing mechanic I mentioned a few posts ago.
Pretty cool, but I decided to scrap it. It felt too similar to kicking and slowed the gameplay down too much for my game.
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Progress progress progress!
but I will be switching to the main part of the game now, as the shop looks good enough already (for some time at least)
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Reimagining the level structure and some core mechanics.
Really hope this will make the game more fun and unique.
Also started adding different enemies
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I've been working on adding a shop to the game lately, as well as an inventory system.
For now there are no items and I'm only using placeholders, but after I finish the shop I will start gradually adding content to the game!
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I added a pause feature to the game!
It turned out to be a bit trickier than I expected, but everything works now and I’m really happy with it. The pause menu itself is temporary for now, I’ll add a proper version later.
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Added a bit more visual polish. Now when the ball hits an enemy, there’s a small impact frame - everything freezes for a split second.
It makes kicking the ball into enemies feel much more satisfying and also improves readability a bit
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I added a health bar, and enemies drop apples as currency. You can see them in the UI.
I chose apples because the game has subtle biblical themes and takes place in a dark space between the living world and heaven, so it just felt right.
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Just posted a new video about my roguelike game!
In this video, I reveal how I made the level generation system and talk about some other updates I’ve added. Hope you enjoy!
https://t.co/cOat38cmoM
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Working on an elevator that’ll take the player up between levels.
Planning to finish the first semi-playable version of the game by the end of this month. More devlogs are coming, so stay tuned!
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