8_6_1 bugfix
Alright I rushed that 8_6 release last night because I was impatient and maybe shipped some bugs and bad design values. I cleaned most of that up today. I'm taking a 2 week break from beholdin' dev to do some beholdin' design, art and tunes(!) as well as try out some new Unity stuff for the sake of keeping on top of skills (ECS, ShaderGraph, 2D animation tools).
Next milestone would see the 5th (and final) set of maps & a new mechanic, then the next 2 or 3 will be entirely polish, tweaking, and audio. Assuming nothing hugely terrible happens, I think I'll be able to push beholdin' to the public sometime in October.
I'm excited to finish it up and be 'done', and work on something new for a bit. I feel as though, even with a full month of polishing and tweaks, it won't be the perfect ideal game I want it to be, but I will definitely be proud of it (I made it on a train!). I also think that, within the confines of the structure I've built, it is quick to iterate and build upon (new enemies, obstacles, maps are all very very easy to make with the tools I've built) which means I may push out an update or two in the future if I'm feeling like it.
I've discussed building a single-player roguelike structure around the game, but that would probably be another year or two commitment to do it right, and honestly, I'm not sure how I feel about committing that much to this project.
Thanks for Reading, but mostly thanks for playing,
KPD
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beholdin'
A daily challenge twin stick shooter
Status | In development |
Author | KPD |
Genre | Shooter |
Tags | 2D, Fast-Paced, High Score, Procedural Generation, Score Attack, Twin Stick Shooter |
Languages | English |
Accessibility | Configurable controls |
More posts
- Perf and updatesApr 19, 2021
- Relatively minor update!May 22, 2019
- Wavin' GoodbyeFeb 26, 2019
- beholdin' 1.02Dec 15, 2018
- beholdin' 1.01Dec 04, 2018
- Locomotion BugAug 28, 2018
- beholdin' 8_7 : groovin'Aug 25, 2018
- beholdin' 8_6Jul 27, 2018
- beholdin' 8_5Jul 10, 2018
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