Wednesday, March 23, 2016

Bloodjak v1.2

Bloodjak is now at version 1.2!

The trickiest thing with making changes to Bloodjak is the fact that the game has competitive online scoring, and that any changes I make to the game's difficulty need to respect that. As soon as I change the timing of the spawns, the health of the enemies, or the fire rate of the player, player scores between versions cease to be comparable.

I did cave in and make one change that, I believe, still respects the game's original difficulty: enemies now provide a short visual cue before attacking. This allows players to better predict enemy attack patterns without me actually changing anything about the patterns themselves. This should make the game more accessible to more players.

I've also added a web version for those of you not running Windows!

Play the game here! Enjoy!

No gamepad support yet (sorry Wzzrd).

Change log:
-Web version added
-Enemies now provide visual cues before shooting, HOW NICE OF THEM
-Increased time between shots for the big glowy ship by 1/30th of a second (not that you'll ever see one)
-Minor text changes
-Giant ship recoil exaggerated (a whopping 2 pixel kickback!)
-Blocks and debris spawn rate decreases with framerate
-Performance improved
-Audio engine updated

Tuesday, March 8, 2016

Digital Toilet World v1.2


I am pleased to announce that Digital Toilet World, after 2 years, has been updated to version 1.2!

Being one of my earliest efforts at a 48-hour jam game, it is crudely drawn, scored, and programmed. There were only so many improvements I could make with the time available to me that respected the original flavor of the game. That being said, it looks, feels, and plays much better now than it ever has. My goal was to transform the game into something I'd be comfortable presenting at a showcase, and I succeeded.

Here's the complete change log:
-Web version added
-Dialogue can be skipped by holding enter
-Opening scrawl can be skipped by pressing enter
-Holding escape now quits to the menu instead of quitting the game.
-HUD updated
-Tileset updated
-Dialogue rewritten, most drastically in the case of the survivor
-Enemies and NPCs are now animated
-Ghost now has attack animations
-Level geometry changes, especially in the final areas
-Changes to enemy spawn locations
-Damage taken reduced on normal and hard difficulty settings
-Boss attack frequency increased across all difficulty settings
-Boss attack patterns changed
-Androids and boss now fall from the sky instead of emerging from your poop
-Android HP lowered across all difficulty settings
-Android fire rate decreased on poop hell mode
-Android spawn time from poop now randomized
-Final encounter length increased
-Stranger now dies
-Music and speech are now louder
-Music now plays in the survivor's area
-Bathroom signs added
-Keys now bob
-Difficulty setting names changed
-Text box opacity increased
-Some bug fixes

Unexpectedly, most of my time was spent making technical changes to port the game to HTML5. The bugs I initially encountered when attempting to do so where ghastly.

I may update the game again before summer to make further changes - the Artscape submission deadline is the end of March, and I simply wanted to make this game extra-presentable before then.

As usual, you can find the game at either itch.io or Gamejolt. Thank you for playing!