Enfora Star - Welcome to read the project's devlog
Yo!
I have finally come up with the name of the game: Enfora Star!
See the blog post the capsule image and more detailed information about the current status of the project.
But, if you are too busy to read the post, here are some samples about the new shooter enemy and the turrets!
Until next time!
TheAspen
Nice, it's taking shape!
The game looks like Void Scrappers by 8bitskulls quite a bit (it is made using Defold engine), the towers on our side are a nice addition.
The demo video shows enemies are very passive and seems to like playing the targets, what the challenge here ?
You may take a look at Transplant, an old Amiga PD game with rotating camera when we turn the ship.
JusTiCe8
We share a very similar game genre, at least.
The shooter enemies are actually very tough ones when they attack in packs; they surprised me a bit, actually.
Also, the challenge with basic enemies will increase when they come in numbers.
And thanks for the old Amiga game! I used to play with Amiga 1200 as a child, so this was a nostalgia hit!
Hi all!
This is a bit of a special occasion because I have just published my 10th blog post! A small milestone, but for me a very major one.
I share some thoughts on how this project is going, what failures I have had, and some future plans also, but the main thing is the showcase video of the current status of the project.
I link the video here:
If you are interested in reading more in detail, please visit my blog: 10th blog post
Stay tuned!
TheAspen
Congrats on the 10th blog post!
It's nice to see the progress! It's also really cool of you to share some of the challenges you faced.
Hey! Congrats on getting featured!
- Edited
Heya,
I published a new blog post. Focusing on visual stuff this time.
I publish some development content on the X too, so go on check that also!
Enjoy reading, until next time!
TheAspen
Yo!
I just uploaded a gameplay video.
Maybe this shows current progress a bit better than just plain text and a few gifs.
TheAspen
- Edited
TheAspen Maybe it's better when playing than when only watching a video but... I get really disoriented because most of the time there is no "fixed" background against which you can gauge your movement direction and speed. Powerups and those big structures help a bit. But powerups are too similar to enemies and the large structures are not always there. Additional background parallax adds to the confusion even more.
Maybe think about adding optional gridlines (or a hexagonal grid) that are tied to the fixed world space. They could be subtle but prominent enough to inform player's perception on their movement direction.