Hostile Architect · published
Hi folks! We’ve been super busy speaking to publishers and all kinda of industry folks but fortunately we’ve also finally been able to make some progress on the game! We wanna keep you a bit more up to date and start sharing more stuff here.
Here’s what we’ve been up to this week:
We’re testing a new trap upgrade system:
We used to have an upgrade system where you would upgrade a specific trap, but this doesn't scale well. For example, when we'd get to 100 traps in the game, there’s a big chance you won’t get that trap anymore in a later level, so the upgrade might be wasted. So now we’re trying to find a more flexible system where a specific upgrade might apply to multiple traps.
We’ve added damage states to some of traps:
Spikes can break if too many heroes are killed by them. This wasn’t very clear before, but now we have a visual cue for that. And we’re going to try and experiment with shaders to make this more generalizable.
We’ve been processing a lot of feedback and fixing bugs
We’re lucky to have had a bunch of people try our latest build and provide incredible feedback on it. We have a huge list of small things to handle, but we’re excited to get our game in a much more polished state!
Anyway, here’s a fun build I had going when I played this week. What you see here is a bunch of bullets that caught fire by the exploding bombs under the crusher. When the heroes get hit by these bullets, they also catch fire. It’s a great display of how everything our game interacts.