091323 Cosmogelica Build
Added 2023-06-13 23:24:59 +0000 UTCHowdy! Coming at you today with a new prototype build of Cosmogelica! This one makes gameplay changes as suggested by players, as well as has a complete overhaul of the gameplay UI. The changelog is short, but the changes themselves are pretty big I think. If you haven't yet, please check here for instructions on how to get access!
The big change here is the gameplay UI, which before was just a bunch of sprites thrown on the screen. I wasn't sure what was changing and what was going, as I've been changing around a LOT of stuff. However, it's all settled down now, so I feel much more confident putting something more "finished."
I also made it so you can just press the button to fire missiles instead of having to swap to them, fire them, and then swap back. This was a relic of before, when you could swap the beam weapons. However, the way the game works now, it's just not necessary. Yes, this means that you can fire beams, gel, and missiles all at the same time but hey - I'm not stopping you lmao
Here's the full patch notes:
===== NEW =====
- The number of missiles you have will now flash when you pick up missiles or use them.
- The health meter now indiciates how much damage you've just taken when you get hit.
- You can now always see the amount of missiles you have as a result of the UI change (see below.)
===== IMPROVED =====
- The UI during gameplay has been reworked completely and should be much easier and straightforward to read (I was holding off on redesigning it until I was sure everything was set.)
- Using missiles is now just a matter of pressing the missile button, rather than having to swap between shot types.
- The fuel bonus at the end of the stage will now give you extra fuel if you died during that phase, to offset the 1/4th fuel loss for dying during the phase. This means that, if you do poorly during a phase, but you end up scraping out of it alive, you will be rewarded.
===== BUG FIXES =====
- Fixed a bug where 10 Phase Challenge mode simply did not show up in single player mode.
- Fixed a bug where bombs did not explode when they touched the player.
- The intended gameplay for Glass Cannon mode (touch any enemy and lose immediately) has been restored.
- Fixed a bug where going into Freedraw mode didn't clear some of the game mode variables and showed unneeded UI elements.
- Fixed a bug where going into 2 Player mode, and then going back into 1 Player mode caused issues with the menu.
- Fixed a bug where, at the end of a Fuel Mode game, the "Used Fuel" number would display incorrectly.
Thank you to everyone who has tested out the game so far. I'm feeling much more confident about the direction this game is going now, and people are having a lot of fun with it. Now I can start thinking about making a proper demo maybe................. but we're not there yet.