Better game mechanics and high score tracking


I have changed the way the stomping and bouncing works, it was previously based on player height and momentum, which did not really work gameplay-wise, I have changed this up so that it is more fun and the player input produces a more clearly defined result.

I have some plans to do the same kind of thing with the horizontal speed and slowdown mechanic, as I am not 100% happy with how this works at the moment.

I have also added a score value to each of the different enemy types, basically the smaller the enemy, the more worthwhile it is to hit, and the larger enemies are not as rewarding, but still better than hitting the ground.

I think this is the first stage where the I would actually call the project a game, there is a fairly clear goal and two different types of scoring that are tracked between runs to provide a challenge for future runs, with enough gameplay variety and visuals to keep it fun and interesting.

There are still a number of elements that I am planning to add, I originally did not intend to get this far on the gameplay without the upgrade shop being implemented, but I think it is important to get the core game loop as dialed-in and enjoyable as possible before adding meta-progression.

I plan to add the upgrade shop quite soon, I also have a bunch of ideas around a special move that I would really like to implement.

Files

FlingingFrosty-0.10.zip Play in browser
Jan 10, 2023

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