Release 0.1.1


I've been working on cleaning up the code since I released the jam build. With how much I've rewritten, things might have broken here and there, so please let me know of any bugs and crashes you run into! Here's the rundown:

  • General rewrite of a lot of game logic, particularly the switch from coroutines to timers, to try to write in a way that's more common with Playdate developers. This also makes it easier for me to track down bugs because coroutines don't print a full stack trace when a crash occurs.
  • More performance-critical parts of the game (physics engine, level generator, particle system) have been rewritten in C. And this time, I've made sure to properly include the necessary files for the game to work on the Simulator.
  • New main menu, which might have been inspired by Spilled Mushrooms :3
  • Experimental save support. By "experimental", I mean that due to the game being in early development, the save format is not going to be stable between releases, so saves from one version of the game will not yet be compatible with saves from another version.
  • Rebalanced the loot table so that the medicine item is more common.
  • The inventory will no longer let you use the hourglass item while the timestop is already in effect.

Files

Beasts & Bogeys v0.1.1 (Playdate and Simulator) 3 MB
38 days ago

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