Changed the shooting pattern
As it took to long to shoot and didn’t felt good
Now he shoots quicker on tap but reloads after, charging in that energy
And he has now a proper cloud to ride on

Different Digital Experience Projects.
Changed the shooting pattern
As it took to long to shoot and didn’t felt good
Now he shoots quicker on tap but reloads after, charging in that energy
And he has now a proper cloud to ride on

One of the best comments on one of my games so far..

It felt so insane funny when it happened!
I did not intend that but I love it and leave it in.
The magic projectile bounce brings things to live in a unexpected way.
I couldn’t land the lets call it „skill shot“ yet intently. Else it will be more of a lucky shot with a chance i’m not even aware of.

Added a barrel to the mix, could be useful to split enemies apart, specially against the archer.

Testing around on the background color for the app icon.
Which one?
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I really should start thinking about a game name..
Here the development updates:
So after letting my girlfriend play I figured the blocking guys are creating no fun at this state (level1) for the player. I will put the shielding goblins in a later level in combination with some other goblins.
I made these chargers instead.

Also there is now cave decoration and healing potions right after the first harder encounter as a mini reward – you deserve it

Daily update ![]()
Today I worked on a spawner object as I had in creepy.
Let’s call it Goblin Tunnels.
After implementing I realised that often you could kill the Goblins and the Tunnel to quickly.
So I made the Goblins do their block move 100% on suffering dmg on top of the Tunnel.
It should also be understandable for the player as they are defending their tunnel more effective being close to it.
Note: They also do a block move away from the tunnel but less often.
So as a player you want to either move quickly above and shoot from behind at the blocking Goblin and the Tunnel or wait until the Goblin is out of tunnel range where the Goblins is less likely to block and easier to kill.


https://www.facebook.com/DavidZobristGames/
Today the first enemy got created.
A ground attacking basic goblin.
Also I speed up the overall controls/movement and attack frequency / speeded up the animation. I just want it all to feel right before advancing to far.
Ok further tuning on the core game mechanics has been done.
You can now shoot during walking – It just felt to restricting before
You can now switch between lower and upper floating lane
So the gameplay can take place on 4 different corners.
This results in the player being able to dodge enemy projectiles as well as doing strategic decisions which lane to clean up first depending on the enemy type there.
