Enemy updates and bug fixes


First off, some general bug fixes:

  • Bullets no longer persist between fights. 
  • The key can no longer spawn underneath an enemy (enemies can still walk on top of the key)
  • Player will always start of the center cell of the board (biased towards the upper right corner on even edged boards)
  • Bullets should no longer phase through enemies (I only got 1 report of this, and it's an old bug that I thought I fixed a few months ago, so hopefully it's gone for good this time..)

Next, introducing some enemy updates!

  • Enemies now choose between one of 5 different movement patterns: parallel/perpendicular matching, parallel/perpendicular bias, full random. Parallel/perpendicular favors moving in the same direction that the player just moved in and will seek the player. The bias modes are the same, but have a chance to move randomly instead. Full random is the old movement pattern, it just chooses a random direction. 
  • Enemy tooltips! Enemies now have tooltips that tell you their movement pattern. For AOE enemies, it also tells you in how many turns the enemy will move/attack, as well as the AOE details. 

Lastly, people have already discovered that you can softlock the game by creating an infinite loop. I know about these and have some protection against them, but infinite loop detection is hard, so it's still possible. It's on my list of things to fix.. With the new enemy updates, if you get stuck in a loop, it's much more likely that an enemy will kill you in a reasonable time frame, so hopefully that'll help..


Up next: 

  • I'm still thinking about tutorial upgrades, it's on my task list. I have some ideas, but it's most likely I need a complete tutorial overhaul, and that's tough.
  • I also have a large list of features that I want to implement including:
    •  new statement commands
    •  new card modifiers (the only one in the game is 'exhaust' at the moment!). I have some cool ideas for this that I really hope I can pull off!
    • an entire item system 
    • Grid cell types, such as obstacles (obstacles are actually already coded and interact with the player, enemies, and bullets, but they were spawning so frequently in my tests that they were just frustrating, so I need to mess with the board randomizer a bit). And I have other ideas for board cells, like sinkholes that can't be walked over, but projectiles can go over!
    • Different attack types

I meant it when I said the game is in early access and there's a lot more coming!

I'm also thinking about balance updates to help smooth out gameplay, and feedback is always super important for that, so please don't be afraid to reach out to me in any way, I'll always appreciate it. Even negative feedback (if backed by reason) is helpful!

Files

coding_cards webGL v0.1.2.zip Play in browser
4 days ago
coding_cards Windows v0.1.2.zip 29 MB
4 days ago
coding_cards Mac v0.1.2.zip 53 MB
4 days ago

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