Update: I decided to open up the game for free again for now -- feel free to try it on the play page. The latest blog post brought in a lot of helpful feedback, and one of the big takeaways is that the semi-temporary graphics there now are turning off a lot of people. So I'll likely bring on an artist at some point and reconsider the Early Access thing again when that's in better shape.

The dev process was kinda prototype -> gameplay -> playtesting -> graphics (in progress), so the gameplay's a lot farther along than the rest.


Infinitroid history museum

Didn't have much time for game work the last couple weeks unfortunately, but I thought I'd share, for your amusement and horror, some playable archived versions of the game which were up on the server:

  • 0001: Jan 2016. First web build for private playtesters, about a year into development. Confusing weapon system, floaty controls, badly written story that everybody skipped, programmer art, Atari-esque sounds - fun, fun! Still, the rudiments of the game were taking shape. At the time I was deliberately ignoring production value and focusing on gameplay improvements.
  • 0002, 0003, 0004, 0005, 0006, 0007, 0008
  • 0009: Apr 2016. Lots of usability iterations under the belt to help baffled playtesters. "Green" area added, with jump springs and tech cube enemies. Also, secret rooms, and tighter controls.
  • 0010
  • 0011: Jun 2016. Music, basic background art (with help from my Dad), and some major weapon screen dymystification.
  • 0012, 0013, 0014, 0015
  • 0016: Nov 2016. Back to the game after a 3-month freelance project. New sounds, music tracks, and art assets.
  • 0017, 0018, 0019, 0020, 0021
  • 0022: Feb 2017. Major graphics update. Fog, light bloom, and procedurally placed point lights with randomized coloration. Also death screen and a "tile snippets" system for hidden items etc.
  • 0023, 0024
  • 0025: Mar 2017. UI and HUD refinement, title screen, teleporters, electric visual effects.
  • 0026, 0027
  • 0028: Jun 2017. Story orbs, procedural thematic tile placement, control remapping.
  • 0029
  • 0030: Aug 2017. Current version as of this writing.

My reaction to playing these is generally "good lord, I'm glad I fixed that." It's nice to see progress; game development can be dauntingly labor intensive, especially as a solo developer, and I'm almost never making progress as quickly as I want to. So it's nice to look back down the mountain once in a while.

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