Major difficulty changes and reworks


Hello Players!

Reworks:

I reworked some of the main mechanics of the game, the progress (blue) bar is now based on player level, meaning players must achieve a specific level per stage to summon the boss. Time now counts against score, meaning the quicker you are the higher you score. 

Players will now forcibly target the boss when a boss mob is in the effective range.

Spawning has been reworked to be less random in an attempt to work around players circle strafing enemies. Abilities and Cooldowns are now on a weighted chance. Anytime a player doesn't get one of these options on a level up, you will have a higher chance of receiving one next time.

You can now also choose to increase difficulty on level ups, this skips a power but gives the player a chance at going for a higher score.

With all the changes to scoring I have reset the leaderboards.

Refactoring:

After reading this fantastic blog: Yes, your Godot game runs faster with static types I decided to completely rewrite my game to be fully typed. "THE TYPENING" was a major effort to work on optimization and it's results have been astounding. I have gone from having ~300 enemies on screen to ~1000 with a mostly stable frame rate.

Time for me to try and reach #1 while I still can.

Good luck,

Mark

Files

SurvivalScape.zip 66 MB
83 days ago

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