Prototype Version 2
Shootlanzer » Devlog
Version 2 of the Shootlanzer Prototype is here!
This version of the game is drastically different from the previous version, so please look carefully over the following notes.
General and Visual Updates
- The game now runs at 16:9 resolution, with a default size of 1920x1080. Other options are also sizes in the dropdown menu in the Display Settings.
- The HUD has been updated.
- The Shot icon will glow whenever a purge is available.
- Stage 3 is now available to play. It is currently a work in progress; please look forward to updated visuals and distinct sprites for the Stage 3 boss.
- Powerups have been completely redesigned (the bomb powerup is currently still in-progress).
- Leona's bullets have been completely redesigned.
- Additional blackout effects added to player and enemy bombs.
- The boss warning image will not cover up Leona anymore.
- New "Thank You For Playing Screen" added.
- New music for Stage 1 and Stage 2.
- New sound effect for Leona being defeated.
- Shader effects have been added to outline specific sprites more clearly.
- Mew (our beloved mascot) now appears on the opening splash screens.
- The tutorial has been adjusted again to reflect a more "learn as you play" style of progression. Methods for skipping it are displayed on-screen in-game.
- Adjusted the damage blink animation for various entities in the game.
- Smoother visual transitions between stages.
- Adjusted the scale of enemies to account for the change in resolution. New sprite designs for them are pending.
- The current stage is displayed in the lower-right corner of the screen, alongside the current stage time and the total time of the current run.
- The draw order of sprites has been adjusted.
- New visual text effect added to indicate when Leona's spin is off cooldown.
- Bugfix
- Various effects no longer appear when Leona has been defeated.
- Missing effects for when the Stage 2 Boss's rockets are destroyed were added.
Gameplay Changes
- New Scoring System
- Kill Chains
- With every enemy defeated, the chain count in the upper right corner increases.
- Once the chain has hit a certain value, the Chain Level increases by 1.
- As the Chain Level increases, the points that Leona gains from defeating enemies increases, including bosses, up to a maximum Chain Level of 5.
- If Leona dies, or if an enemy gets off screen without being defeated, it will cause both the chain and the chain level to reset.
- Additionally, when Leona dies, the score penalty of -1000 is further increased based on the chain level at the time of her defeat.
- With every enemy defeated, the chain count in the upper right corner increases.
- At the end of each stage, additional points are rewarded to Leona based on how many bombs she has left.
- Local high score table now available (wait at the title screen for 15 seconds).
- You must currently complete all three levels in order to register a high score.
- If you do not manage to score high enough for a ranking, the game will automatically go to the Thank You For Playing Screen after closing the results screen on Level 3.
- Score tracking only begins once the tutorial is over. This means that dying in the tutorial or skipping it will not impact your ability to get points.
- Kill Chains
- Adjustments to Leona and to enemies
- Turning has been entirely removed from the game, for both Leona and any enemies that did so. As a result, the Focus Move mechanic no longer exists.
- Adjustments to Leona's attributes and behavior
- Leona's hitbox has been adjusted to be smaller.
- Leona's shots have increased movement speed (600 units -> 1000 units).
- Note that this is not a change to the Power/Speed shot behavior, which is a difference in *firing rate* that remains unchanged.
- Using a Purge will always add one bomb (if you have less than 3) and will allow her to spin without delays between spins until the purge effect ends.
- The length of a "Level 1" purge (e.g, a Purge executed while Leona has Single Spread) has been increased (2 seconds -> 2.5 seconds).
- Adjustments to enemy attributes and behavior
- The drop rate of pickups has been adjusted. Enemies now have a 60% chance of dropping nothing, a 15% chance of dropping a health pickup, and a 25% chance of dropping their alternate powerup (e.g., a spread pickup, shot pickup) if applicable.
- Bosses no longer have invincibility frames.
- Bosses will not spawn until there are no enemies on screen.
- NEW ENEMY: Bomber
- Point value increased (500 -> 750).
- Bomb health value reduced (2 -> 1).
- Stage 1 Boss (Iglid Heavy Cruiser)
- Horizontal movement speed increased (150 -> 300).
- Does not wait as long to begin moving and firing.
- Stage 2 Boss (Iglid Brigadier)
- Health adjusted (13 -> 26).
- Movement patterns adjusted.
- Speed adjusted (effectively 125 -> 200)
- Now summons a random assortment of enemies to attack. These enemies will only give score and increase chain counts for a certain number of waves before ceasing to do so.
- Rockets will no longer do perfect following when fired; they will only track Leona vertically.
- Rockets increased in size.
Thank you for playing Shootlanzer!
Files
Shootlanzer_Prototype_v2_Win64.zip 188 MB
3 days ago
Shootlanzer_Prototype_v2_Win32.zip 187 MB
3 days ago
Shootlanzer_Prototype_v2_Lin64.zip 182 MB
3 days ago
Shootlanzer_Prototype_v2_Lin32.zip 153 MB
3 days ago
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Shootlanzer
Fly for Norngrad!
Status | In development |
Author | Munity |
Genre | Action |
Tags | Action-Adventure, Pixel Art, Shoot 'Em Up, Side Scroller |
More posts
- April 2025 Update (Post-GDC)73 days ago
- August 2024 UpdateAug 28, 2024
- July 2024 UpdateJul 31, 2024
- June 2024 UpdateJun 27, 2024
- May 2024 UpdateMay 23, 2024
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