Devlog. Road to Alpha 3


Hi!

It’s been more than a month since the Alpha 2 release and we’re happy to say that the project is heading along. It’s not as quick as one would hope, but it is happening part-time in the background with normal lives being lived in the front. Rest assured, beer is still being consumed and the game is still being developed!


What will Alpha 3 bring to the table? Most importantly we’re focusing on providing some replayability to the game with the introduction of the new game mode, as well as some other improvements such a slight graphical overhaul and power-up mechanics.

The ‘time-attack’ mode (or so we will be calling it for now, at least) will open up the whole station to the player. You will be tasked to deliver pizza to random individuals across the whole Omnicluster. It will include levels 2 – 8 mashed up together with the station hub (a place to pick up the pizza) in the middle. How many pizzas will you be able to deliver before succumbing to one of the various deaths?

There aren’t any screenshots we’re prepared to share, unfortunately. The code for the mode is ready, but we still need to finalise changes to some levels (more on that below).

Secondly, the drunk guy who has, what we sometimes jokingly call “drawing skills”, has been hard at work to provide a crisper better image for some of the platforms, as well as a wider set of non-playable characters. We’re also hard at work completely redesigning level 3 to provide a more intuitive and engaging experience, something we’re hoping to achieve with a few of existing levels in the upcoming updates.


On that note, we’re happy to confirm that r3d3 is back! This cute little knockoff of another famous robot has entered the game early in the development, however its role changed a couple of times until it was removed before the first alpha release a few months ago. So does r3d3’s new role provide a crucial gameplay element or an interesting mechanic? Well, not really, but now you’re gonna get more ads!

Finally, we’re happy to announce that power-ups are finally entering the game! In form of sugary soft-drinks speed and jump power-ups will now be purchasable from soft drink vending machines. For one coin you will be able to temporarily run and/or jump faster and higher.

 

To balance the effect we’re also introducing the sugar level mechanic. Each drink increases your blood sugar level, get it too high and you will die of diabetes! Yay! Sugar level will decrease slowly over time and will be zero at the start of each level. Having said all that, mechanic is still being balanced and is likely to get adjusted in the following updates.

So when to expect the update? As you might’ve guessed already we won’t make it into the previously posted ‘Roadmap’ timeframe and will have to postpone the update to Mid-May. Up until then expect at least one more devlog expanding on what was written here and hopefully posting more screenshots of what’s to come.

Happy holidays and happy delivering!

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