Day 5: Saturday - Gameplay: Coin effects?


Day five of rae jam done! Coin Chaos v007 has been uploaded.

This one adds a few more features. Not a bad haul for a day I think:

Obligatory Power Meter:

This is a bit of a required add - there's now a power meter applied when you take a shot. This is a fairly classic addition in these sorts of games but does have advantages like being a skill test, and letting you play stronger or weaker shots.

It only runs to three quarters because I want to add a way of getting an 'extra power' shot in the future.

Flicks Left Dit Marks:

Above the power meter are two small dit marks. These show you how many shots, or 'flicks' you have left with the currently active coin.

Bonus Flick on Sink:

Additionally, if you sink a non-gray coin, you'll get a bonus flick with the current coin. This means you can perform chain shots, as long as you can keep sinking new coins.

The Cleaner Coin:

I've added the first real special coin, 'the cleaner'. If you sink a coin with a flag on it, one random, grey coin in play will be destroyed. 

This is a simple way of helping keep the level a little cleaner once you've taken a few shots. Adding even a single special coin required the addition of a bit of handy framework code that I can re-use.

Pool Hall Level:


Something of an obvious level to add when you have round coins and a physics simulation. 

This is a bit of a stress test too because I wanted to see if the frame rate dropped when a group of coins are colliding together. Chipmunk2d is pretty robust, but the play.date is also a fairly low power microprocessor, so it never hurts to test!

One Final Day of Rae Jam

There's one day left for me in the jam, at which point I'll make an official submission of what I've put together this week.

Files

coinChaos_007.pdx.zip 922 kB
48 days ago

Get Coin Chaos

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