
This is a smaller update than the last one, and includes a slew of feel and polish fixes, several straight from your reports, and a few from sharp eyes on the devlogs.
Power-ups stick around longer now (15 to 20 seconds) and blink when they're about to disappear, both the pickup itself and its marker on the HUD. No more watching one vanish just as you fly over to grab it!
Getting swarmed is a little less punishing now too. You get slightly more invincibility after each hit, and shields last a couple seconds longer, so the bigger waves in Worlds 2 and 3 don't burn through your lives as fast.
Fixed the Quadgra, the spinning six-cannon enemy. Each of its guns was firing its own sound event, and stacking into a mess that flooded the audio channels. A few of you mentioned hearing phantom warning beeps, and that was the culprit. It now fires one clean shot per volley.
Tuned the power-up alert sound.
There were a few edge cases where the enemy debris didn't match the enemy sprite. The Quadgra, Hexara, Orba, and its mini-orbs shatter into their own colors instead of a stray default (yes, that odd yellow burst some of you spotted, ha). The pixel-shatter death effect is one of my favorite things in the game - read about it on my Godot Devlog #3!
A new headline calls out when you set a personal best, or how close you came. I'm hoping "One wave from your best" or "49 kills away from unlocking World 3" turn out to be a pretty good reason to hit Try Again.
Unlock a new world during a run and the game over modal now includes a quick action to jump right into it.
Keep the reports coming!