Devlog 6


๐Ÿ“ Devlog โ€“ Recent Progress

๐ŸŸข Howdy!

Over the past few weeks, we've made moderate progress, but with some important milestones for the development of the game. We successfully completed the implementation of the parry system, a key mechanic for combat, and the building phase.


๐Ÿ”ง What Have We Done Since the Last Devlog?

โš”๏ธ Parry System

We finished implementing the new parry mechanic, which allows players to reflect incoming projectiles if they react at the right moment. When executed correctly, the projectile is returned with greater force in the same direction it was received.

From a gameplay perspective, the parry adds an interesting risk-reward dynamic: it gives players a way to defend themselves and counterattack, but if they mistime the move, they can be hit directly. This makes combat feel more dynamic and strategic.


๐Ÿ› ๏ธ Randomized Building Phase

We also finalized the building phase system, which now features random elements for each player. Currently, there are three types of structures available:

  • ๐ŸŒ Planets
  • ๐Ÿ•ณ๏ธ Black Holes
  • ๐ŸŒ€ Mass Relays

Each player receives a different set of structures and makes their selection independently. Once all players have made their choice, they move on to the placement phase, which lets them position their selected item on the map. This brings more variety and tactical decision-making to every match.

๐ŸŽฎ Interactive Lobby as Tutorial

We're also working on a quality-of-life feature for new players: the game lobby now functions as a sandbox to try out mechanics before the match starts. This area is designed to act as an interactive tutorial, where players can move freely and test things like movement, shooting, parrying, and more.

This not only helps players get familiar with the gameplay, but also makes the waiting time in the lobby more engaging and useful.



๐Ÿ”ฎ What's Next?

Looking ahead, we have several goals in mind. One of the main priorities is to define the interaction between players and black holes, which still needs work to feel fair, fun, and readable.

We also plan to add new obstacles to expand the game's variety and introduce fresh gameplay situations during both combat and building phases.

Finally, we're continuing development on the interactive tutorial lobby, aiming to make it a fully functional learning space where players can explore the game's mechanics before the real action begins.

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