The Crude Shape of Things to Come
(Click or tap to enlarge)
This week’s demo is extremely rough around the edges,
but it provides a preview of some new features and systems.
- Gameplay now begins with a simple non-intrusive tutorial,
which provides onscreen prompts for the keyboard and mouse controls
(and which disappears as soon as you collect your first orb).
- All missions are now time-based, rather than being completed by collecting orbs.
- The earlier missions are shorter, and have fewer enemies than the later missions.
- There are no enemies in the first mission,
to allow the player to get a basic feel for movement before facing combat.
- The player’s accuracy (shots fired vs. hits) is displayed between missions.
- The player’s drone is more maneuverable than before, and it flies constantly forward.
This helps avoid enemy fire, and provides a very different gameplay feel.
- Instead of completing missions, collecting orbs now allows you to level up.
There are a number of known issues, however:
- At the moment, leveling up does nothing.
In future, between missions, you’ll be able to pick one upgrade for each new level you earn.
- The auto-retreat system has been removed, but I haven’t implemented a proper “fail state” for the game,
so losing all health leaves you with a barely functioning drone,
getting repeatedly pummeled by an ever-growing crowd of enemies.
- There are some intermittent glitches regarding the first level-up after starting a new mission.
- Most frustratingly, the Windows-only bug from last October has reappeared,
resulting in the player’s cannons failing to fire roughly 75% of the time when the game is run on Windows.
I didn’t discover this until testing today, and I will have to look into it next week.
Regardless, the download link is available from the Ko-Fi post.
(Archived gamedev post from 2026-01-16)
Where to next?