Phobos Down 0.0.4 alpha released

This Phobos Down alpha update is quite a big one. I had a chance to show the game to local IGDA people and got a ton of useful feedback. Many changes here are based on that feedback as well as feedback from the people who played the last alpha version.

The enemy behavior has been refined, again. The enemies still mind their own business until the player hurts them or they bump into containers. The problem in the previous version was that the containers were never in any danger as long as the player kept shooting because all enemies forgot the containers when any of them got damaged. Now the enemies communicate more but only to a limited distance. If an enemy is damaged it calls only nearby enemies to help while more distant ones can continue attacking the containers. Also, when any enemy attacks a container, it asks others nearby to join in. The communication distances are set so that the player has to move around to keep the enemies in check. To prevent having to find the last few idle enemies wandering around at the end of a wave I made it so that all remaining enemies target the player at the end.

Now that the container damage is a real threat, I have added indicators at screen edges that notify the player of containers under attack off-screen.

The player is now rewarded with extra score for completing waves and missions without damage to corporation property (including yourself). After a long consideration I have added a small score cost to activating devices dropped in from orbit. Story-wise this makes sense as the corporation wouldn't just hand out these for free but I'm a little worried that it might make some players avoid using the devices even though the cost is so small that usually killing just one enemy pays it back.

Here's what has changed since version 0.0.3:

All feedback will be appreciated! You can contact me through the contact form here or leave a comment on Itch.io page.

Downloads are available on Itch.io:

Back to home

Posted on 2023-10-17