Release v2 - Bug fixes, optimization and audio


We had a blast participating in 7DRL. Ned and I took the week off and worked the whole 7 days. We're really happy with the response so far. Glad that everyone seems to be enjoying their time in the Chronosphere.

We've noted down some great feedback (thank you!), but this update aims to address some of the more egregious issues and improve the player experience.

The new browser build should run smoother. Love to hear if anyone notices the difference.

I also optimized the Chronosphere generation and tweaked the title-to-game (and back) transition.

Enter the Chronosphere v2

  • ๐Ÿ Added custom mouse cursor
  • ๐Ÿ•ท Spiders can no longer hurt each other
  • ๐ŸŽฅ Snappier game camera
  • ๐ŸŽจ Change stairs down color
  • ๐ŸŽจ Colored wall particles
  • ๐Ÿ”Š Mix and enable directional audio
  • ๐Ÿ”Š Add volume controls
  • ๐Ÿ”Š Add ability to mute music
  • โšก Optimize graphics
  • ๐ŸŒ Optimize world generation and improve its visuals
  • ๐Ÿ’ป Fix resolution bug when restoring fullscreen
  • ๐Ÿ› Tweak physics to reduce bullets from passing through walls

Files

Enter the Chronosphere (v2, macOS) 31 MB
Mar 16, 2021
Enter the Chronosphere (v2, web) 24 MB
Mar 16, 2021
Enter the Chronosphere (v2, win) 32 MB
Mar 16, 2021

Get Enter the Chronosphere

Comments

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(+2)

Nicely done. I'm glad to know the spiderweb level will now be as tense as it should be.

(+1)

They are no longer divided, but the player might be...

    / _ \       WE HAIRY
  \_\(_)/_/      WE SCARY
 \ _//o\\_ /      WE COMIN
(1 edit)

Yep, noticed it right away. It said "Version 2" at the bottom! 

;-) But apart from that, the two things I noticed directly is that the level generation in the menu and when travelling through the levels when you start is far less choppy than it was. 

Mouse cursors are also nice. Couldn't find the volume controls though. Are they certain keys?

Overall feel has improved indeed. Haven't tested the shotgun-through-wall thing yet. Will do that somewhere this evening, provided I find a shotgun.

Is the rocket launcher new as well? Would have loved an explosion with push back of enemies on that btw :-)

Another idea I thought of is to add pills (or ammo) with effects of some sort: dizzyness, enemies turning on each other, slowing down, etc ... but now I'm trespassing in your area ;-)

Edit: Wow, talking about tunnel vision, found the volume keys in the explanation popup ;-) In my defense, I have a 21:9 screen :-P

(1 edit) (+1)

Another few ideas:

  • (Optionally) implement the field-of-view you had in your first Chronosphere game, to make it more difficult
  • Let enemies also respond after you hit them, but before they saw you. You now can sometimes kill them with multiple bullets, without them moving.
  • Upgrades, either temporary, or lasting

OMG so many ideas are popping up now:

  • Combined with the field of view, you could have a radar upgrade to ease it up a little

As a hobby I used to spend some time every now and then to work on my Java game. Ideas kept popping up and I just implemented them for fun. Never meant to release it though, just as a hobby. It was also a top-down kinda game with different weapons, different enemies with different behaviours and movement patterns. Hence the idea surge ;-)

(1 edit)

Haha, I love that you checked out the original. Which is, btw, just a failed entry from last year's 7DRL. By FOV do you mean the vision highlight?

Oh and rocket launcher is not new. It's a bit disappointing without area of effect or at least a flashy explosion though, agreed.

Well I actually ran into it via Google so decided to check it out. It's a far cry from what you've made this time, but the beginning was there :-) Yeah, perhaps FOV was not the right term, but indeed the fact that walls block your vision. Would give it a more stealthy feel.

Ah ok, just didn't come across the rocket launcher then, also found the bow-and-arrow just once so far, after your update.

(+1)

Oh and I tested the shotgun-through-wall thing, it happens less, it seems, now I have to shoot the wall at an angle to have it pass through. Direct hits don't work anymore. So partly fixed :-)