Week 5 - UI and Polish
Week 5 - UI and Polish
New Features: More SFX, Settings and Pause Menu, Alternate Movement Toggle, Blood and Wounds
Recently I have continued to polish the game with extra QOL features like the pause and settings menu with options like audio sliders, violence toggles and a toggle for alternate movement, in case the default form of movement feels too unnatural. Along with that I have tidied up the audio even more adding small details like sounds for reloading and hitting different surfaces. Besides from that the feature I feel adds the most to the game are wounds and bullet holes that are left from the duellists' bullets. I also attempted to implement turning for the duellists but the results were very...explosive...
This week I got the best feedback I have ever gotten before:
In all seriousness I do plan on attempting to tweak the player's movement as I have had people report that the players feel a bit too hard to move forwards, as their feet don't really have enough friction with the ground and they seem to be imbalanced to move backwards at the moment. I also plan on attempting to tackle player movement again from another angle, and some more minor details like particle effects, new font and a couple extra art assets the game is missing at the moment. While the game is lacking in content and gameplay at the moment, I am proud of the presentation of it and the base mechanics, and I feel like it could be a truly great game with some AI and other levels. Thanks for reading, and see you next week!
Time to Duel!
A chaotic floppy physics based duelling game.
Status | In development |
Author | Toey |
Genre | Fighting, Shooter |
Tags | 2D, Fast-Paced, Local multiplayer, Physics |
More posts
- Documentation + User GuideOct 17, 2021
- Week 6 - Testing ResultsOct 17, 2021
- Game TestingOct 07, 2021
- Week 4 - Presentation and GraphicsOct 03, 2021
- Week 3 - Win ConditionsSep 25, 2021
- Week 2 - Player DamageSep 19, 2021
- Week 1 - Player MovementSep 12, 2021
- Game Concept DevlogAug 29, 2021
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