I have added a high score table which has been really fun to have in game. I find that stats are a powerful way to tell stories. Imagine playing a few rounds and then going back to look at all of your detailed stats. Enemies killed, Damage Taken, Distance Traveled, etc. You can almost relive those runs as you reminisce in your glory,
I really appreciate everyone's feedback on the V1 demo. A few of the new features (such as how fuel burns) were solutions to flaws pointed out by the community.
The first demo version is now available to playtest! Sign up on the homepage to get that bad boy up and running on your machine. It supports Windows and Mac at the moment.
The demo is close to completion. It does a good job at highlighting the core gameplay loop. Devoid V1 (short for version 1) has
Getting to see my sprites come alive brings me so much joy. The demo is starting to come together. Now, I am a believer that first impressions matter so the demo has to be solid. To ensure that happens this will probably be my last blog post until it’s finished. All my focus will be on development.
I've received varying opinions in the Devoid discord whether an “arcade-like” or “trip recap” card would be better for when you dock. If you missed the last blog post I highly recommend you give it a read as it explains how the gameplay
Good news! I've found a programmer who is going to help me create a rough demo. (I am still looking for someone who is in this for the long haul). The premise of the demo will go as follows: