DevLog #1: Persistence, Logistics, and Dynamic Sound



1. The War of Attrition: Persistent Base Health

The biggest change in this version is how you handle damage. Your base now has 1000 HP, and it does not reset when you clear a level. This introduces a "Long Game" strategy—sacrificing a plant to save a bit of base health in Phase 1 might be the only reason you survive Phase 5.

2. Logistics & The Inter-level Shop

Since the damage is permanent, we’ve introduced a Repair Shop between waves. You can spend the "Sun" resources you’ve gathered to maintain your fortifications:

  • Patch (300 Sun): Recovers 250 HP.
  • Repair (550 Sun): Recovers 500 HP.
  • Renovation (700 Sun): Recovers 800 HP. Choose wisely: do you save your Sun for early-game planting or spend it to keep the base standing?

3. Dynamic Audio Engine

Immersion is key. We’ve implemented a 3-track dynamic music system. The soundtrack now shifts in real-time based on the threat level:

  • Calm: When the garden is relatively clear.
  • Tense: As the horda grows.
  • Chaos: When the screen is crawling with the undead. The tracks crossfade smoothly to keep the adrenaline pumping without breaking the flow.

4. Visual & Tactical Refinements

  • HD Resolution: The game has moved to a cinematic 16:9 (1280x720) resolution.
  • Strategic Grid: A centered 10x5 layout provides a balanced field of fire.
  • Spawn Delay: Enemies now remain stationary for 2 seconds upon spawning. This is a technical preparation for the custom "rising from the grave" animations currently being developed by our lead artist, Rafael Domingos.
  • Minimalist Intro: We’ve cleared the clutter. The title screen is now a pure, focused gateway to the battlefield.

What’s Next?

As a solo developer (and professional illustrator), my next focus is replacing the current placeholder assets with exclusive, hand-drawn art and character animations.

Play the prototype, test the economy, and let us know: can you survive the horda?

Files

JOGUIM.zip Play in browser
3 hours ago

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