Devlog #15

Still Here Pt.2

Posted November 10th, 2025

A Year Later

Well, another year has passed since the last devlog and honestly I haven't worked on this game as much as I would have liked to. But I was able to work on parts of it in the beginning if this year and I'm very happy with how they turned out.

Fresh Coat of Paint

Since the last update, I have mostly redone all art for the buttons. I also created a little banner for the eventual title of this game that hovers around on the main menu. As well as simple art for the game over UI & tower health bar.



Forest

Upgrade buttons in-game now reflect if you can afford them. The text becomes green when you have equal to or more money than the upgrade cost & red when you have less.



Ooooh Shiny

I also added two new weapon variations that can be bought and toggled. Octoshot (Show on the left) shoots 8 individual shots around the tower. Shotgun (Shown on the right) shoots 3 projectiles instead of 1.

Forest

Upgrades & Perks

To accompany the two new weapons, I also added a few upgrades that can be applied to any weapon. For example, using the Dual Shots upgrade applies a 2x to all bullets fired. So Octoshot instead would fire 16 individual shots, and Shotgun would fire 6.

Additionally I added general perks to bring into each run, and some chaos perks for when the game gets a tad stale to offer a more challenging experience. Hardmode for now just doubles the amount of enemies, and 1 HP runs disables all HP and HP regen upgrades.


Forest

Lastly, I added a small system that awards a name pending permanent currency when defeating enemies. This currency will be used to buy all perks, upgrades, and weapons.

What's Next?

I would like to leave this game in a finished state, so for now that at least means completing everything I've already outlined in my To-Do list. But, I'm also getting the itch to branch out to a different idea/engine and take a proper crack at making a new game. I've fallen in love with this project and how much I've learned, but it is definitely messy for a first game, and that makes it harder to work on it.

But like I said in the last devlog, there's always tomorrow.