Pumpkin Reaper Devlog: Leveling Up The Spook!



Greetings, fellow harvesters of souls (and pumpkins!) It's been a busy week here at the Pumpkin Reaper HQ (my spare bedroom), and I'm thrilled to share some major updates. Prepare for a spookier, smoother, and altogether more addictive reaping experience!

The Atmosphere Thickens...

First off, I've given the overall ambiance a serious overhaul. Think less "friendly autumn stroll" and more "impending doom shrouded in twilight." The world is darker now, shadows cling tighter, and the air crackles with... something sinister. Speaking of sinister, the Reaper himself got a makeover:

  • Hero Color Updated: I've darkened the hero, giving him a more menacing presence.
  • Glow Outline: Added a subtle glow outline to the Reaper to make him pop against the darker environment. He's still the star of the show, after all!
  • Full Screen Shader: This is what ties it all together! A new full-screen shader adds a layer of visual polish and unease that I think really elevates the game's atmosphere.

This was a major update for me since i was struggling with the light! let me know how it is!

Experience the Rewards (and the Pain!)

What's a Reaper without souls to collect? I've tweaked the experience system to make the reaping even more satisfying. Here's what's new:

  • Pickup Experience Point: The XP orbs got a visual upgrade! They're shinier, more enticing, and practically begging to be snatched up.
  • Update Experience Crystal: To match the updated XP orbs, the Experience Crystal has been re-designed to be more impactful!
  • Gain Experience: All about more experience for you guys!
  • Level Up Screen: You will know when you level up.

Balancing the Harvest

Gameplay is key, and I've been focusing on refining the core loop of blasting pumpkins and collecting their essence. Here's what's changed:

  • Spread Out Spawn Points: No more instant pumpkin swarms! Spawn points are now more strategically placed to create a more dynamic and challenging experience.
  • Cooldown on Shooting: Added a slight cooldown to shooting to encourage more tactical pumpkin-blasting. It's about precision, not just spamming!
  • Update Bullet: To make the shooting more fun and clear
  • Remove Dash: Decided to remove the dash. (More balancing tweaks to come based on your feedback!)

UX Improvements and Polishing

Small details can make a big difference! I've addressed some minor UX issues and added a few visual flourishes:

  • Font: Backed up with a more universal font for wider compatibility.
  • Particle on Bleed: Added particle effects on pumpkin "bleed" to give the impacts more oomph!

What's Next?

I'm so excited about the direction Pumpkin Reaper is heading! Your feedback is invaluable, so please keep it coming. Up next, I'll be focusing on more enemy types, boss battles, and a deeper level of progression. Stay tuned!

Happy Reaping!

Files

pumpkin-reaper.zip Play in browser
9 days ago

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