Progress report
The next logical step after implementing the stunned state to enemies last week is a stun device drop pod (I need to fix those walker legs not blinking in sync with the body):
I have been thinking about game length recently and started to feel that the current game run length might by a bit too much. After all, the weekly challenge is intended to be played multiple times to get the best possible score.
Currently, a game run consists of 8-12 missions with each taking about 5-10 minutes to complete, depending on how carefully you play. Trying to maximize the score usually leads to the more careful strategic approach. This makes one full game run take anywhere from 40 minutes to over two hours of actual play time.
This is something that would be best answered by tester feedback but very few people have ever player a full game run besides myself. If anyone reading this has completed a full game run in Phobos Down, how did you feel about its length?
I will probably lower the number of missions slightly in the next alpha update. I don't want to make the missions shorter.
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 report9 days ago
- Progress report41 days ago
- Alpha version 0.0.10 is here60 days ago
- Progress report77 days ago
- Progress report90 days ago
- Progress reportAug 31, 2024
- Alpha version 0.0.9 is hereJul 31, 2024
- Progress reportJul 14, 2024
- Progress reportJun 30, 2024
- Progress reportJun 22, 2024
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