Twardy 2.0 Devlog #2


It's been less than a week since the last Twardy 2.0 devlog, and I have already made some more key-features to the game. I am very proud of how fast that I've been and how I'm already starting to gain a fanbase.

The first thing that I added was the daylight cycle. The daylight cycle toggles the Night variable on and off every 52.5 seconds. When the Night variable is true, it makes the  Ground pitch black and everything else that is not UI is set so it's almost pitch black. The Night variable will also activate Seed Reaper generation, but we’ll get to that later. When the Night variable is off,  everything will be set to its normal brightness.

The second thing I added was the Seed Reaper. When the Night variable is true and there are less Seed Reapers than Seeds / 10 in the scene, then a Seed Reaper of the size of 64 by 64 pixels will spawn on any of the edges of your screen. Seed Reapers move toward Mark when they're of the screen or if Mark is not moving. When a Seed Reaper collides with Mark, then Mark takes 1 damage. To counter-attack, Mark can punch the Seed Reapers to "kill" them. When daytime comes, the Seed Reapers get removed from the scene.

Speaking of health, the last thing that I added to Twardy 2.0 is a health system for Mark. At the beginning of the game, Mark has 9 HP (max). There is a text object that displays Mark's current health in the top-right corner beneath the score text.  When Mark has 0 HP, the game restarts (a death screen will be added later).

Twardy 2.0 version 0.0.2 has exceeded expectations gameplay-wise, and it will continue to grow in the next version (0.0.3). Stay tuned for a third devlog (probably soon)!

Get Twardy 2.0

Leave a comment

Log in with itch.io to leave a comment.