Demo v0.2 - Replay System!
Project Salamander (Working Title) » Devlog
Release Information
- Demo Version: v0.2
- Demo Release Date: April 24st, 2025
Replay System
- At last, replay system is here, hooray!
- You can save the replay of the current stage you have just played at the result screen. Name entry is supported for saving replay, and you can enter up to 12 letters.
Other Changes
Overall
- The game now caps frame rate at 60fps
- The game now runs at a fixed time of 0.167s. This means the game updates at a rate of about 60 times per second.
- The game now runs in background
- Updated difficulty select UI to increase its visual clarity
- The 2nd demo stage is now available without needing to beat the 1st demo stage
- Reworded the code for managing stages and enemy spawns
- Demo Stage 1 is completely reworked
- Defeating the final boss of a stage now immediately ends Overdrive, allowing player to obtain Overdrive Bonus right away before stage ends.
Enemies
- Drill Rocket's red line indicator is now 3x wider
Balance
- Player's trail graze hitbox is modified so that now each afterimage will have it's own hitbox. When a projectile hits one of the player's afterimages, the projectile will be count as grazed. (Note: Accelerating Overdrive creates afterimage outside of dashing, and those afterimages can trigger graze as well.)
- Accelerating Overdrive's bonus requirement is changed from grazing 4/8/16 projectiles to 5/10/15 projectiles.
- Accelerating Overdrive now increases duration of afterimage from 0.35s to 1s, allowing more grazing opportunities.
- Covering Overdrive shockwave now does 400 damage at full Overdrive and 200 at half Overdrive. Enemies hit by the shockwave will also be counted towards Overdrive Bonus.
- Covering Overdrive's Overdrive Bonus Requirement is changed from 4/8/12 projectiles destroyed to 8/16/24 projectiles destroyed + enemies hit.
- Spread Shot's damage is increased from 80 to 100 per bullet.
- Machine Gun's damage is reduced from 40 to 30 per bullet, and damage during Blazing Overdrive is reduced from 72 to 60 per bullet (after applying Overdrive Bonus Damage Multiplier)
Bug Fixes
- Fixed the speed of the type writer effect in the loadout menu.
- Fixed the word wrapping issue of the type writter effect in the loadout menu.
- Fixed an issue where player and enemy missiles sometimes are not firing.
- Fixed an issue where the controller is not working properly when the player tries to change loadout in stage selection.
- Removed some print/log function calls that may affect game performance.
Known Issues
- (NEW) Helix's spiral beam may sometimes travel much faster than expected.
- (NEW) Score from playing back a replay file may differ from the recorded score.
- On rare occasion the game fails to transit to loading screen. Currently not sure what the cause is.
- No web build due to glitched graphics, occasional lags and savedata not being persistent
- UI only showing input instruction for keyboard
- Sarah doesn't have animation for high speed flying
- Character portraits have different styles due to a decent amount of time being passed between the drawings
- Missing cutscene feature
- Missing score board feature
Thank you for playing!
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Project Salamander (Working Title)
Fast Paced Bullet Hell
Status | In development |
Author | 124sangaming |
Genre | Shooter |
Tags | Bullet Hell, Shoot 'Em Up |
More posts
- Replay system finished & next version of demo releases soon5 days ago
- Stage Code Revamped (While Making the Replay System Work)12 days ago
- Current state of Replay System17 days ago
- Inconsistency in Replay26 days ago
- Replay demonstration26 days ago
- Demo v0.1.2 - Re-enabled Player Overlay27 days ago
- Dr. Yanagi's design and painting completed29 days ago
- Demo v0.1.1 - Added Controls Rebind32 days ago
- Adding Key Rebind34 days ago
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