Week 11 saw the most progress in a good while. Most of it was spent converting the enemy spawning system to be an endless system.
Enemies now spawn at a random door at a set interval - both the number of enemies to spawn, and the rate at which they spawn (and doors open) increases as the player's score does. I had to limit the end game difficulty due to poor WebGL performance - though this could improved with some code tweaks and more caching.
Things to implement this week:
- Second larger enemy type
- Particles on enemy & player death (and maybe where the laser has been hitting for added effect if performance allows)
- Main menu & high score persistence
- More balanced spawning, health & speed
I've also made a JotForm for getting feedback on the game during this week's testing sessions: https://form.jotform.com/211347411860045
6.zip Play in browser
May 16, 2021
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