
{ Play here }
Fog of war is in (and improved from last post), enemy stats are now randomized plus lots of bugs fixed!
12/07
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Added fog of war!
Also, missed bullets will fly on a different direction now and enemies have randomized stats (hp, attack and evasion rate)!
{ ko-fi } { itch.io } { Ask Me Anything }

There’s a brand new HUD (not finished yet), restructured combat system, fire modes, grenades, etc…
I’m not going to post the change log this time because it’s just huge.
Here’s the game’s analytics on itch.io:

I’m happy to see that a dozen people have already played the last version and some even left feedback, wich is always nice!
Thank you so much!
If you like it, send me some love!

The new game HUD is colorful, informative and clean. And it’s almost finished. There’s still information to display but I haven’t figured out just HOW to display it.
I won’t be releasing this build just yet though. I want to add that [F] attack (it’s a grenade btw) before i do.

A small teaser of what I’ve been working on: game HUD + lots of info.
I’ll be releasing this build (0.1.2) on itch.io tomorrow, when I’m done with the HUD.
(Play the last released build here)
Also preparing to start adding a new area!
Hint: It won’t be a spaceship.

Got a question? Ask me anything :)

I’ve reached build 0.1.0 and decided that, starting now, I’ll be releasing each build on itch.io so anyone can test it.
NOTE: Obviously, the game is in a very early stage of development and, as such, you can’t really do much, there’s tons of bugs and most things should be consider not final!
01/07
*Q: Why do bullets and skills cost money to use?
A: The game is about completing missions and earning money. So, to make things interesting, the disposables you use will have to be restocked at the end of each mission.
By disposables I’m referring to bullets and other items such as food (used to heal) and utilities (like grenades or med kits). Although right now i’m calling it a “skill”, healing is actually done by consuming a piece of food, and that costs money.
The idea behind this is to make you choose very carefully your course of actions: “What’s more cost effective right now: to shoot each of these larvas one by one or to throw this really expensive grenade at them?”
This also means that, if things don’t go as planned, you may actually come out of a mission with less money than you went in.
That’s why you’ll have a counter on the top right of the screen showing you how much you’re spending on the current mission. And below it’ll show you the prize you’ll get by completing the mission, so you can easily compare both values.
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Any comments and/or suggestions appreciated :)
If you enjoy my work, consider buying me a coffee :)
Don’t be afraid to ask me anything!
Resuming work on the tileset after spending the day adding new stuff to the combat system.
(spoiler alert: you can heal now)
I’m tempted to release a first playable build on itch.io in the next couple of days, although you can’t actually do much right now…
Anyways, if you enjoy my work, consider buying me a coffee.
Also, feel free to ask me anything!