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Major update with your playtest feedback

A few days before the Game Developers Conference (GDC) in San Francisco, I updated the playtest build with a massive update thanks to all of your feedback.

Here's a summary of the major changes:

[h2]New features and game updates[/h2]
  • The aesthetic of the game incl. TileMap, space background, and ship have been overhauled
  • Player's ship now pays homage to the Electro Havoc logo (though still in progress) includes a thruster burn "tail" that reacts to the player's movements
  • Player's ship now rotates to direction of input
  • "Enemies left" counter added to help keep track of wave progress
  • Power-up compass indicator added that points you to off-screen power-ups
  • Enemy splash damage now has more unique animations and aligned color palette
  • Added "back button" support to controllers
  • Added Godot logo on start-up
  • Increased the map size and game resolution (from 720p to 1080p)
  • Enemies no longer cluster awkwardly close together or on TileMap boundaries
  • Enemies no longer "stick" to the player as easily, draining their life; instead they are repelled back upon initial damage
  • Added screen shake when enemies hit you
  • Spawn indicators now differentiated between power-ups and enemies to avoid confusion
  • Added damage numbers that appear above an enemy's head when your bullet collides with them
  • Introduced a critical hit capability, and corresponding Steam achievement to match
  • Extended the power-up time-outs on the map to give you more a chance of snagging it before it expires


[h2]Bug fixes and performance updates[/h2]
  • Steam profile names no longer truncated
  • Shader updates to player's ship
  • Splash damage now only visible when it should be
  • Resolved A-Star pathfinding performance issues that could result from use of navigation elements on individual tiles vs. using a nav region
  • Upgraded TileMap Nodes to TileMapLayer Nodes for improved performance
  • Enemies no longer get stuck to player as easily
  • Enemies no longer spawn at power-up locations
  • Power-ups now consistently spawn after hitting "Try Again"
  • Enemies now completely self-destruct after game end, no longer leaving 1-2 stragglers
  • Addressed a few visual artifacts, spawn portals not visualizing in the right spots


If you haven't given the playtest a shot, please jump in and let me know what you think in the comments.