Dev Log Day 6


Day 6

Today’s theme was improving the communication with the player in the menus on-screen text and in-game. A group of friends are play testing and providing useful feedback that I want to get into the game as soon as possible.

  • Tweaked the flight path of Silver aliens and sped up the animation
  • Tweaked the flight path of Sapphire aliens so they don’t all hurtle towards certain death
  • Tweaked palette flashes when aliens are hit to only illuminate bright colours and not the whole palette
  • Limit the number of explosions when completing a level or emit a Smartbomb to avoid the game slowing down
  • Made power-ups sparkle to distinguish them from aliens
  • Reworked the “training” missions so that they are not labelled as such and properly incorporated teaching players how to play into the game
  • Added player HUD overlays in the opening seconds of the first levels to help orientate new players
  • Added on-screen prompts when entering a new zone or completing a zone.
  • Power-ups in the Asteroid game now drop down the sides of the screen, where it is most unsafe for the player to be.
  • Power-ups in the Evade game now drop down the centre of the screen, where it is most unsafe for the player to be.
  • Created 5 Zones (levels) of increasing difficulty. Each Zone has between 6 and 8 objectives to complete.
  • Added procedural difficulty increase.
  • Tweaked alien spawn rates.
  • Fixed the rejection of off-screen sprite collisions.
  • Fixed a couple of crashers.
  • Fixed an RNG bug and rebalanced all alien behaviours as a result.
  • Added a “3D” for in-game status messages

Here’s an example of how the new on-screen messaging/prompts look:

Get Antsy Alien Attack Pico

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