June 10th Update - Post Jam small fixes


Small changes and fixes to improve gameplay

List of changes:
-Improve ball throwing to make aiming more intuitive.
-Balance enemies fire rate
-Add pixelation effect to shadows
-Small change in trigger activation to avoid closing doors after blue towers activation.


Ball throwing: The ball-throwing mechanic is physics-based. Previously, when you threw the ball, it took into account the current position and velocity of it, causing an unintuitive direction during movement, making aiming difficult. This was changed, and now the throw starts at the player's position and it is no longer influenced by the previous movement of the ball, creating a more intuitive and precised aiming.

Balance enemies: The detection range of enemies was reduced to avoid them starting to shoot before they are on-screen, the fire rate was changed and separated between an initial fire rate and an ongoing fire rate, meaning that the first shots will happen fast, but the next shots will have more time between them.

Pixelation to shadows: Before the deadline of the jam, I didn't notice the shadows of characters and the ball didn't have the pixelation effect, which was added for more visual consistency. I'm evaluating whether I'm going to add the effect to the electric VFX of the ball and the triggers, and the dodge effect in the player. Due to how they work, it implied a more difficult implementation of the effects, and I'm evaluating if I want them to be visually distinct or not.

Changes in the trigger activation: In the original version, after a blue tower was activated, the doors linked to the green tower and the purple platform could still be triggered, causing the doors to close when they should be permanently open. They could still be reopened by activating the blue tower again, but this was not the intended interaction. Now, after the blue tower is activated, the doors can no longer be closed.

Files

Windows.zip 44 MB
17 days ago
Web.zip Play in browser
17 days ago

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