Version 0.2.0 released!


I took finally a bit time to work on this prototype and now version 0.2.0 is released!

I can see that the previous update was from February 2022 so it's close to 1.5 years since the first version. I am working full time so it's sometimes difficult to find time and motivation to work on these prototypes after a long hours at the office. But now I am on a holiday so I had a chance to take a look in what state this prototype was left at.

And TBH, it was pretty in pretty good spot. I have been working on a level editor which basically allows me to build levels quite fast. Not that it's very complex any way, but still. I might write a separate post how the level editor has been built if there's interest for it.

I did ask if any of you wanted to see some specific functionality or if you liked the game, but I haven't really gotten any feedback so I decided I work on the items I previously mentioned as feature I would like to build. Couple of these are now implemented in the version 0.2.0. More in the following sections.

New features:

* Boosts. I have implemented a boost spawner system which allows me to control what type of boost the spawner will create. There's now only one type of boost which is "Adrenaline". By collecting 3 of the plus signs that are spawned when you hit the spawner (invisible) you will receive a speed and player "connector" shaft length multiplier. During the boost you can't get killed by clicking outside the play area. If you do, you only lose the boost and then you are vulnerable like before. This particular boost lasts for 30 seconds and should help you swipe the pods faster and easier. At the 30 second mark the boost is removed and original speed and rod length are returned.

* "Close Call" -messages. These messages are just small juice to the game and appear when you switch the rotator very close to any play area edge. There's 3 levels of distances which gets messaged if you are closer to the edge (and possible death). The messages have now a cooldown so they wouldn't be spammed if you happen to do that multiple times a row. But of course, good player as you are, you won't be seeing these messages! :)

* One new complete level. I have added 1 new level which means 5 more stages. Game now consists of 2 levels and 5 stages each.

* Level completed screen.

* Additional sounds. Spawning, collecting of boost and player death has now sounds.

* Level Editor: Spawner brush added to palette of brushes. (Allows drawing of spawners to the level)

* Level Editor: Allow camera rotation to be switched between top down and 45 degree angle. This makes it easier to align pods on the level editor when drawing them on the brush. 

*Level Editor: Fixed the camera zoom functionality (rarely zoom level got stuck at max or min zoom level).

In addition to the previous I had to work a bit on some framework stuff. I have added Zenject to the game and started to utilize the dependencies with it. Originally all the dependencies were handled manually but this came fast very cumbersome so I wanted to do it properly. Adding the framework and starting to inject all the dependencies caused a bit of extra work and it's not still fully implemented. There are some classes that still use the old style, but I probably will continue to convert them as I go. No need to break everything at the same time, right?

Known issues: None. 


Next planned features:

* Possibly another type of boost with an existing system, what exactly, I don't yet know.

* Support for different backgrounds and different coloring schemes (now only red and yellow).

* Something to dodge in the world. This could be a random enemy which you cannot hit that moves in the play area. Not sure if this will change the type of the game though? (opinions?) Enemy could be also destroyable / killable with a specific boost type, like a  shield or something. This could be interesting addition, but probably makes the game less casual.

* Different game mode(s). Possibly a timer mode where you need to color the pods as fast as possible. In this game mode it could potentially be possible to allow player to control / select the speed of the player. The faster speed is the faster it's possible to clear the level, but it also becomes increasingly difficult.


I would be very much interested to hear what do you think of the game. Please, leave a comment. Would you like to see some specific functionality? Would you play the game more if there were more levels?


Cheers, PurpleXYZ

Files

SwipeIt-0.2.zip Play in browser
Jul 22, 2023
swipe-it-win.zip 27 MB
Version 0.2 Jul 22, 2023

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