TD2S

May 2022 (Week 3)

+ Added darkening of particles and player's bullets around player's ship for visibility.
+ Added mine arming after 1 second delay
+ Mine colliders are being removed after mine is triggered
+ Right click now removes modifiers for guns in the inventory
+ Fixed player bullets disappearing when spawning out of bounds
+ Rebalances
+ Misc bugfixes

May 2022 (Week 1)

+ Added pause if the game becomes defocused
+ Fixed ship locking moving in one direction
+ Added different gun colors to differentiate between them easier
+ Added gun switch sound
+ Added downgrading modifiers
+ Added highlighting to containers that modifiers can be dropped into
+ Added messages about getting extra modifier as rewards
- I think I'm ready for demo day now, finally

+ Added a ton of small fixes and changes for the demo day(fixed message text alignment, new particle effects for bubbles, mine layer's eye now looks at the player, etc.)
+ Submitted the game for demo day

April 2022 (Week 4)

+ Added a field that clears the game from enemy bullets on level end
+ Changed the background to draw hexagons instead of squares
+ Added stat display

April 2022 (Week 3)

+ Added (finally) drag and drop to inventory management
+ Rebalances
+ Fixed some CSS bugs
- Also I didn't know that the recap is case-sensitive

+ Added a new enemy type, which loiters around and lays mines. Mines can be triggered by collision, fire or colliding with their detection field.

+ UI improvements: added green arrows to show where you modifier will be dropped(only to guns though, cause that's where their order matters).
+ Added gun selection via number keys.
+ Tweaked the level generation system to make it less random.
+ Rebalances to mine layers.
+ Update the game on itch.io: https://kurt-c0caine.itch.io/td2s

March 2022 (Week 5)

+ Started working on drag 'n' dropping modifiers
+ Changed gun crafting: modifiers now have different costs, guns can have the cost of max. 12 each
+ Added modifiers giving status effects to enemies, currently 3 implemented: burn - deal damage over time, acid - reduces enemy armour, freeze - slows enemy speed, firerate, etc.
+ Added a modifier allowing shooting enemy bullets down
+ Rebalances
+ Bug fixes
- Wow, I don't even remember when I posted last time, in November probably, was really busy, but now I have time to work on the game again.

November 2021 (Week 3)

+ added armour and armour penetration modifier
+ added bullet speed modifier
+ more rebalancing

+ Added a reward for avoiding getting hit during the level.
+ Added particle effect on armour deflect bullet.
+ Added new enemy type.
+ Added sounds.
+ Added new effect on bomber's bullets.

November 2021 (Week 2)

+ Improved collision groups, so enemy and player bullets don't collide by default

+ Added two new enemy types(bomber and splitter).
+ Added two new modifiers(knockback and trail).
+ Added separate buttons to craft upgraded modifiers or to swap them for rarer ones.
+ Bunch of bugfixes(tracking colliding entities, etc.)

+ Made the background shake and flash when you get hit
+ Added a "level completed" message and a 5 sec timeout when you finish a level

November 2021 (Week 1)

+ Added background effect
+ Added particles
+ Posted devtober postmortem
+ Bug fixes

+ Added a new enemy type
+ Added a new weapon modifier
+ Rebalanced modifiers
+ Fixed some bugs
+ Added a game over screen

+ Added modifier crafting
+ Rebalanced modifiers

+ Rebalanced modifier drop probabilities.
+ Modifiers now have more prominent drawbacks.
+ Added a new enemy type.