Version 0.3 update now live!


Hey all,

Version 0.3 is now live and published!

 I finally pushed the hazards and boosters branch back to master and I played the game a bit in attempt to try to balance things out. It still might require some tweaking, but at least I am seeing occasional spawning of the boosters and hazards and I even have gotten through some really tough spots due to them. So, it looks good, but if you feel something is off or requires balancing, please, leave a comment!

Major changes include:

  • Boosters and hazards!

If you did read my previous post about the boosters and hazards, they got implemented pretty much like I described on that post. So, every certain second of game play there's a chance that a booster or hazard will spawn. If it does not then it will take another interval of seconds for the next check and I increase the chance a bit. This way I can guarantee at least one spawn in a certain time opposed to being super lucky or super unlucky and not seeing anything or too many.

If a booster or hazard is spawned it will rotate around the target ball orbit for a certain amount of time (not too long so you need to pay attention). By shooting a needle and hitting the object you will then receive a temporary buff or debuff based on the object type. There are currently 7 types which all behave differently. By getting the buff or debuff you can also see an UI icon telling the type and how long it's still active.

Hopefully a random buff can push you to the next level and debuff can potentially make your life so much harder!

I am probably balancing timings and probabilities if they feel off, but lets see. There is now a system, so I might also add additional buffs and debuffs when I come up with good ideas. If you have any, then please, let me know.

Then a brief look into the future. These are the features I have been thinking I might work next:

  1. Different shapes of target surfaces. (now there's just a ball, but maybe square, triangle and other shapes and their respective surfaces could be interesting?)
  2. Possibly a level map of some kind for better sense and visibility of a progress.
  3. Refactoring of the UI scaling.

That's all for now, if you have any comments, please post them below and I will get back to you!

Cheers!

Files

moar-needles-win64.zip 23 MB
Version 1 Jun 14, 2021
MoarNeedles0_3.zip Play in browser
Jun 14, 2021
moar-needles-win64.zip 23 MB
Version 1 Jun 14, 2021

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