Build 106


Hello everyone!

This week is a much smaller update, which still contains some interesting bits!

Game over

The biggest new feature is a new whole gameover sequence. To complete the refined gameover condition (hard hitting the ground with depleted energy), the rollerblade now shatters on impact, with some slow motion effect and a crashing sound.

After the GAME OVER sign has finished appearing, crank rewinds time and rebuilds the rollerblade. The camera zooms in to show your score. This screen also shows your best and last scores in that mode. Those scores as well as the current mode are also shown on the in-game pause menu.

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Gameplay adjustments

the floor is lava

I made the airship bouncing mechanic friendlier overall, and reduced the number of blimps in that mode.

RAILerBlade

Gravity is reenabled when the player’s energy is depleted, giving one last chance to recover before crashing on the ground.

crankless mode

I added mines to the crankless mode to make it a bit more challenging. I also made all mines countdown random for an added surprise.

Misc and bugfixes

  • The laser boost and quick dash are stronger, and can be used whenever, no need to touch the ground or bounce on a blimp anymore, as I figured it wasn’t really practical to abuse, and could generate some unnecessary frustration when trying to quick dash to land on a ground enemy but the boost wouldn’t have been recharged.

  • I added a small trailing plume of dust behind tanks.

  • Stars had the same parallax as the moon, but not the zoom, which is now fixed for a more coherent skydome.

  • There was a bug with the altitude constraint in RAILerBlade mode that could lead to strange behavior at startup, which is now fixed. Also in RAILerBlade, boosting was actually free! Which is fixed now.

Shoutout to @jesteraveragejoe for pointing out some of those bugs and suggesting adding the mines back to the crankless mode! Many thanks for bringing them to my attention!

Files

rollerblade_dev.pdx.zip 290 kB
2 days ago

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