Just letting you know we're getting really close to letting more people get their hands on Firecracker Fight. We fit in a little playtesting on a weekend snow trip, between outings to the ski slopes. Here's a quick look.
We got a fresh dev build of Firecracker Fight today! I'm excited to see and share with you all the new updates, but first, just the obvious addition of sounds for enemy trucks and tanks shooting back, and the basic firecrackers popping a bit more in sync with the visuals. Have a look!
If you're lazy, understandable! I'll embed the video below for your viewing convenience.
I'm looking forward to the day when I can tell you the Studio's first game is ready to download from the Apple App Store and Google Play. Actually I'm a little terrified of that day, but it will be wonderful anyway.
But I also look forward every day to sharing whatever progress we've made. Today I couldn't find a pretty picture to show, so I'll just share about sharing: the Low Five Studio Instagram. If you haven't followed us there yet, it's a fine place to see quick, short attention span clips of the latest build, and random stuff we see in our travels. Sometimes it is funny.
Yesterday I was refining my design for Endless Mode. It's a level within Firecracker Fight that's a perpetual onslaught, challenging you to survive as long as you can. This is in contrast to the finite 20 main levels where you can win, or lose and try again. Endless is more like a classic arcade game where you fight just to die with a better high score.
Though it's a single long level, it shouldn't and won't be plain and uniform like a bowl of mashed potatoes. There will be faster and slower bits, intense challenges and easy stretches, like, um, a plate of nachos. These are the distinct stages I'm working out now, the individual beans and jalapenos of the difficulty ramp.
Just a quick note to let fans of Firecracker Fight know now that the first 20 levels are built out, I'm designing Endless Mode. Today, it's just a sketch and a partial spreadsheet:
I usually write about recent updates, but today I'll share some thoughts about what I'm about to do: design and implement Firecracker Fight's "Endless Mode." There are three parts to this exercise and I'll try to explain how I'm approaching them. And I'll give you my thoughts on the "ready, fire, aim" approach. Now that I've used the term twice you'll know I wasn't just drinking more than usual when I wrote this.