Update 8 - Traps and Timers
Hello! We have another delayed update between the holiday and taking some needed R&R but there are a few things to share.
The Fusion Trap
A third “enemy” has been added to the field, and we are testing it’s parameter out to tighten the design. This one is called the fusion trap, it triggers when the player steps to close to it and gives them a warning before blasting the space. Each trap has a little glitch animation that plays periodically to give away its location.

At the moment, the trap triggers a little too fast for the player to walk across before getting hit. The player will either have to navigate around them or trigger them then walk across during its reset cooldown. Once the player gets the upgrade that will slow down the trap trigger time then they’ll be able to breeze through.
Level Timer
Like it’s inspiration, Drodian’s (De)Fault is designed to be more of a “run-and-gun” kind of game. The player’s score goes up a little with each enemy destroyed but the real source of points comes from completing the level in a timely manner. The timer has now been implemented and gets added to the player score when they complete the level.

When the timer reaches zero the hero loses a life and restarts the level. We plan to add a nanobot enemy (after the demo releases) that will chase you around once the timer gets too low, this will incentivize the player to move along faster. For now, it’s at the bottom-right of the screen. While our UI on the side is bare-bones at the moment, Chris has been cooking up a new layout we’re excited for.
What’s Next
We’ve just hit an ‘overhaul' stage. We have some UI down the line and I’ve started working more on loading screens, level transitions, pause functions.
Pretty soon I’ll work with Tony, our level designer, to talk shop about this 10th level and the boss.
Catch ya’ll next week!
-Nathan
