DevLog #6 – Adding Roguelite Meta Progression to Comet Force

Hello everyone!

I am very happy to release today another major update for the Comet Force Playtest! This version adds a lot of content, enhancements, and new features, as you can see in the full changelog at the bottom of this post. But let’s review the most important changes together!

Meta Progression

I finally added a meta progression system to Comet Force! My goal was to make something both simple and a bit different from my previous games. For Comet Force, I am leaning more on a roguelite vibe with meta progression giving access to permanent power-ups for your future runs. But these upgrades are not direct stats improvements, they rather consist in expanded possibilities and focus on the camp building.

Initially, you start with only a few building options, but as you go and collect more of the new meta resource, called Void diamonds, you will be able to permanently unlock more buildings and turrets for your runs. These expand your strategic possibilities and give access to more powerful effects. So you will be able to build better camps and survive longer.

You gain Void diamonds at two occasions: when a boss spawns, and when a boss is defeated. So even if you couldn’t beat a boss, you can still progress a little bit and hopefully go further next time.

The gallery of leaders also has the same progression system. The first two are available from the get-go, but all others (which is only one in this version) need to be unlocked.

New Content

Regarding the new content, this updates also a fair amount of additions:

  • You can now start with the Samurai class thanks to the third leader: Fang.
  • I added new leader effects, and replaced some old ones which were not very good.
  • In the gallery of buildings, you will find 4 new camp structures with quite interesting effects!
  • The end screen is now more polished, and now plays some music as I composed 2 themes for defeats and victories.

As for the rest of changes, these consists of many visual tweaks, UI enhancements, and game balancing. You can check out the full changelog at the end of this post!

What is Next?

With this update out, Comet Force is now a huge step closer to a beta / demo version. I only need to add more enemies to extend the run to a total of 25 waves, and implement the last missing mechanic (more on that in the next devlog!). Hopefully I will be able to release an official demo before the end of this year.

I feel the game is starting to feel a lot more fleshed out and polished, and this is quite motivating. I hope you will enjoy the update. As always, feel free to share your thoughts in the comment section, and see you next time!

Full Changelog – Playtest v0.4

Added

  • Added meta progression system with new meta resource to unlock buildings and leaders for future runs
  • Added third leader: Fang (starting with the Samurai class)
  • Added 9 new leader effects (3 of which replace old effects that were not quite useful)
  • Added 4 new camp buildings
  • Added 2 new music tracks (defeat + victory themes)

Changed

  • Simplified the turret systems (only requires the Military Architect, no more research to do in the Research Lab)
  • Zoomed the camera out a bit
  • Increased a bit the arena size
  • Increased range of all turrets by one
  • Improved the end screen of runs with more statistics
  • Added crystals orbiting the anomaly to convey how many bosses are remaining
  • Tweaked the appearance of the Cannoneer and Crusher ship classes
  • Improved the behavior of enemies:
    • Enemies now target the troop members that attack them
    • Bosses can perform a shockwave to repulse close entities
    • Enemies get less stuck against the arena borders
  • Added clearer information to the Captain selection screen
  • Improved the upgrade screen in the Training Center to show stats name
  • Tweaked the space background by adding some planets and asteroids
  • Tweaked the space background by shifting the theme color as the run progresses
  • Added different styles to enemy bullets
  • Upgraded engine to Godot 3.6

Fixed

  • Added more preloading to avoid lag spikes at the start of runs

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