FC Jam Day5


So this day was all about balancing.

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Firstly i introduced the weapon cool downs for all weapons, since before spamming the juice gun was winner tactic. Now alone most of the time it won't be enough, since bosses have much more hp to that.

Pea shooter got a burst firing mode, which may be faster in the future.

The carrot launcher got an enhanced damage area, so now it is easier to kill multiple enemies with it.

The juice gun had it's sprites reworked and it's projectile and particles recolored to orange. This may conflict a bit with the orange carrots, i'll see.

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I also modified the enemy generation, so now the later you are in the game, the more likely for boss enemies to spawn. The current formula is 0.1 + (wave/10) chance to spawn them. Maybe this is too much, but i will see, my plans for Day7 is to playtest a bunch.

Now the player gain 1 health at every 10th level reached.

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I also added the main menu, with my default method: state == 0, state ==1 and so forth for every scene i want to switch. ATM the help menu does nothing, and the game still not resets you to the menu if your health is too low, but i'm waaaay to tired to write even one more line of code.


Planned scenes are: Menu, Help, Game, End Screen. For the moment, but i don't think i will add more.

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Whats left?

Balancing, balancing, balancing ... Plants still feel a bit op, and the scrap Drop from enemies is too generous imo, testing will tell.

Making, and connecting up the leftover scenes. Help, and End Screen.

And music for the game, That is gonna be hard, as i'm not really a musician.

Files

scrapocalypse_day5.zip 422 kB
Jul 25, 2019
scrapocalypse_day4.zip 420 kB
Jul 24, 2019

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