Powerups and other adjustments


-The enemy spawn cap returns. It caps out at 220 enemies. You hit this cap at level 20.

-The minimum amount of enemies that can exist at once for each level now slowly scales with the level count.

-The minimum amount of enemies that can exist at once for each level caps at 180 enemies. You hit this cap at level 4,000.

-Minerals no longer check for the manager

-Asteroids have a 5% chance to be a powerup asteroid. (white asteroid can stack with powerup variant)

-Created a script for loading prefabs from Resources folder

-Created a powerup object for the speed upgrade and the acceleration upgrade

-The player is able to pick up powerups. These powerup upgrades persist between levels

-The enemies are able to pick up powerups. The most recent powerup the enemy gets affects their outline

-When an enemy upgrades with a powerup it keeps the powerup to its upgraded form

-When an enemy dies while holding a powerup it will drop it on death

-When a player dies approximately half of the powerups will be dropped (I might have to adjust the math here)

-The player now bounces a bit harder while in slow mode (might not notice it much)

-The player takes damage from touching the boss (FOR REAL THIS TIME)


Known Issues:

-Occassionally when firing the bullets wont actually appear (They get warped to a random position??) (maybe fixed?????) (I DON'T KNOW????)

-If you click on the menu it will remove the keyboard's access to it until you go to a new menu

-Tutorial does not exist in the WebGL version now

-You cannot enter a name on the WebGL version for some reason

-Camera has trouble following the player at the edges of the level

Files

Vinstar_Web.zip Play in browser
Oct 25, 2021
Vinstar_Win.zip 24 MB
Oct 25, 2021

Get VINSTAR

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