DevLog #7 – Huge Rework of Enemies!

Hello everyone!

It has been a month since last devlog and I am happy to release a new major Playtest update! This will probably be the last Playtest build, as Comet Force is almost ready to switch to an official Demo! But let’s talk about the main changes!

Anomaly’s modifiers

There was one last important mechanic I needed to add: enemy modifiers. After each boss defeated, as you trigger the next wave, you are prompted to choose a modifier among three. These give various effects to enemies and increase the difficulty of the run. But you get to choose how the threat evolves! I find this mechanic interesting as it introduces more strategy and diversity. The modifiers you pick will likely impact what you then decide to build, recruit and upgrade. You will need to adapt your plans to counter the modifiers and remain strong enough to face the waves.

Pick how the threat evolves!

Many new enemies

I finally settled on 26 waves for the duration of a run, among which 5 are boss fights. I think this is a good number as this should translate to play sessions between 40 minutes and 1 hour.

I added new enemies to have a total of 10 in this Playtest build, along with 2 new bosses for waves 21 and 26 that were not available previously. I am very happy of these enemies as they introduce new attack and move patterns. Some shoot bullets with a slight homing effects or a wavy motion. Others have a dash or can remain weak and confused for a brief moment after a powerful attack.

New enemies!

Furthermore, I got rid of the old enemy visuals and created brand new 3D models. I hope you will like them as much as I do! I also improved some sound effects, added more polish, and composed brief cutscenes for boss spawn and death. It all feels much more alive!

The new boss for wave 21, shooting dangerous spikes

Other changes

New enemies and modifiers are a big change, but this update does not stop here! It also includes many tweaks to the UI and HUD, a short tutorial to explain the basics, an option to disable the meta-progression, a new music track, and a new menu with journal entries!

The HUD got improved!
Journal entries are a thing now!

What is Next?

As I mentioned at the beginning of the post, Comet Force is almost ready to have an official Demo replace the Playtest. Please don’t hesitate to share your feedback so that I can refine the current build and make sure the Demo build is as fun and enjoyable as possible!

My goal, aside from reviewing your feedback, is to update the Steam page and prepare for the Demo release. I need to improve the description, take new screenshots, edit a new trailer, reach out to content creators, etc. Still a lot of work to do, but this is a huge step forward!

As always thanks for your support! I look forward to reading your thoughts in the comments, and see you next time!

Full Changelog – Playtest v0.5

Added

  • Added Anomaly’s modifiers (one pick after each boss, for a total of 4 during a run)
  • Added option to disable meta-progression and play with all the content from the get-go
  • Now playing a new music track during boss fights: United We Fight
  • Added 6 new regular enemies and 2 new bosses
  • Added a short tutorial to explain the basics at the first run
  • All enemies and bosses have new and better 3D models
  • Added a journal with stats, achievements, and entries to unlock
  • Modified audio options to have separate sliders for UI and gameplay sound effects
  • Added short cutscenes at bosses’ spawn and death

Changed

  • Runs are now 26 waves long (including 5 bosses)
  • Improved the attack patterns of the 3 already existing bosses
  • Improved some sound effects for enemy shooting and waves
  • Many improvements and polish to the UI and HUD (panel backgrounds, buttons, input icons, etc)
  • Improved the visuals and sound effects of mines
  • Mines now take more time to explode the longer they travel
  • Tweaked the space backgrounds colors for further waves