Finally polished up the canons and they work now. Having a lot of fun using them in my puzzles

Showcase_1.mp434mb

More submissions by UnscriptedLogic for Daily Gamedev

So I decided that the game needed a bit more of a chaotic side. The name of the game is Momentum Mayhem after all. So I've decided to bring in some canons. These items can take in any item you feed it and if the fuse is lit, (not done yet lmao) shoots them out with a very strong force.

I started adding a level selection menu to my game and decided to give it some tilt. Slapped in an 8 ball while I was at it and now you can balance the 8 ball while in the menu. No idea why I spent time making this but its here either way.

2024-04-16 16-55-42.mp414mb

I released the demo of my physics based puzzle game and the people who have left some comments and suggestions on my discord have been really nice. So I've been adding more levels and thinking about adding new items to play around with in the full version.

This time, I was inspired by Minecraft's piston and sticky pistons. So, I decided to give it a try and whipped up a quick prototype of it.

It was clear from the get go that this item's identity in this game was to be able to move static items in the game.

Naturally, platforms and blocks in the game can't be move by any normal means. Dynamic items will always interact with dynamic items. This is where pistons shine. While it is still buggy in actuality, the results so far have been intriguing and I am excited to polish this item to formally add it into the game.

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