Alpha version 0.0.5 is here
This update adds the long-promised "online features" which means global weekly challenges and high scores tables for them. Weekly challenge is a game mode where all players play the same game (same procedural generation seed) for one week and compete for the highest scores. Every week the game changes and the high scores are reset. Additionally there is a "release challenge" that works similarly but is active for four weeks after a new version is released.
One new feature which is probably not that important for the players, but was necessary to me, is the pause/photo mode that lets you pause the game and freely fly around with the camera snapping pretty screenshots. Press P or gamepad Y/△ to toggle photo mode.
The medical station drop pods have been completely redesigned. You no longer need to stay standing close to the device because that made it really hard to use while being attacked. Now you can just activate the device and continue dodging bullets while slowly regaining health.
The previous update made last remaining enemies target the player at end of a wave to prevent having to hunt them down. This was a good change but I completely forgot that there are immobile enemies too. I now added indicator at screen edges pointing towards the stationary enemies to make finding them easier.
Here is the full change long since version 0.0.4:
- Fixed stutter when first shot is fired in mission.
- Fixed stutter when first drop pod opens in mission.
- Fixed menu not fully fading out before mission start.
- Made nearest drop pod highlight a bit more visible.
- Added visible device meshes to activated device drop pods.
- Added global weekly challenges.
- Added online high score tables.
- Randomize planet hue for each game.
- Changed minimum aspect ratio to 16:10 to use all screen estate on Steam Deck.
- Randomize initial damage to containers.
- Improved initial container placement.
- Replaced medical station "healing bubble" with simple health regeneration for limited time.
- Show blinking health bar while below player health is below 25%.
- Added pause/photo mode with freely controllable camera.
- Added photo mode auto-triggers based on gameplay events.
- Enable menu navigation using the analog in-game controls too.
- Made all shadows a bit darker.
- Added explosive bio-luminescent plants.
- Made diggers avoid unburrowing under obstacles.
- Fixed missiles ignoring aim offset on enemies and seeking towards center point.
- Show indicators at screen edges for remaining stationary enemies after a wave has ended.
- Fixed player walk animation not playing when moving slowly.
- Require shoot button release before interaction after opening the weapon wheel.
- Fixed total number of containers randomly exceeding expected count.
Give it a go and let me know what you think!
Files
Get Phobos Down
Phobos Down
Twin stick shooter stripped down to the bare essentials with focus on smooth controls and satisfying action
Status | In development |
Author | FRACTiLE Games |
Genre | Shooter, Action |
Tags | 3D, High Score, Low-poly, Minimalist, Procedural Generation, Sci-fi, Singleplayer, Top down shooter, Twin Stick Shooter |
Languages | English, Finnish |
More posts
- Progress report14 days ago
- Alpha version 0.0.10 is here34 days ago
- Progress report50 days ago
- Progress report63 days ago
- Progress report78 days ago
- Alpha version 0.0.9 is hereJul 31, 2024
- Progress reportJul 14, 2024
- Progress reportJun 30, 2024
- Progress reportJun 22, 2024
- Alpha version 0.0.8 is hereMay 27, 2024
Leave a comment
Log in with itch.io to leave a comment.