Day Seventeen

It’s beta time! I’m collecting feedback on:

  • Difficulty - is it harder than the other bosses? And does that difficulty feel "fair" - did it ever feel like there was unavoidable damage?

  • Time - how long did it take to beat? Or how many attempts?

  • Scoring - is the timer roughly correct, or did it feel like the boss could be beaten much more quickly/slowly?

  • General bugs - is it working as expected? Any crashes?

There's a bunch of good stuff in this update, including a ton more polish that I've been putting off for a while now. There are so many things I just ignore or don't notice because it's “minor” and “I'll fix it later”. I actually went ahead and fixed those things, so it feels a bit more polished. The boss no longer pops in at the beginning of each level then quickly changes position, the pentagram transformation is no longer visually glitched, subspawners now always spawn bullets, the occasional small crash has been addressed, that sort of thing.

Everyone who is subscribed to the mailing list by 8pm BST tomorrow, Monday 12th June, will get beta access.

Send me a message @_thechief on Discord if you think you need access. The beta is entirely managed through Discord, so join the server (link at the top of the page)!

What’s next?

I’ve already got some great feedback from this build, so I’ll spend the next few days looking into that. I'm going to publish the final public demo to Steam and Xbox in a couple of weeks - after that, the demo is not getting any more content. I think three bosses is enough for a free demo! The square will always be enabled, and I'll swap between just that, the pentagon, and the hexagon, depending on competitions that are running.


I hope you enjoyed reading about my Polyfury progress. If you have any questions or thoughts, please feel free to leave a comment below. Thanks for reading, and maybe check out the demo:

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Day Eighteen

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Day Sixteen