Shitty Geometry Shooty

February 2022 (Week 2)

- Rewriting parts of the codebase because some of the code is on par with Pajeet's Java Enterprise standards
- You can now lose the game. Technically it's fully playable now, demo day here I come

I'm calling this game finished, the code is too spaghetti to add more and it was just an exercice to get into how Godot works anyways.

February 2022 (Week 1)

- Made the green squares ~16% slower, thus less of a threat and easier to hit.
- Tweaked enemy generation as a result of greens being less of a menace. They now spawn more frequently. Blues now shoot larger bullets.
- Fiddled a bit with the screenshake

- Made the default shottype full-auto, partially to prevent carpal tunnel but also to make things easier to hit (I have stormtrooper aim).
- Added a new enemy type, purples, which follow you and are small but slow.
- Added some variance to enemy speed so it feels slightly less monotonous. Also mostly prevents the purples from all occupying the same space and blending together.

- Reworking the particle system

- Fully reworked the particle system, also refactored it a bit, now only ~40% of it is tweaked by hand instead of ~80% before.
- Reworked the trail system, giving a clearer indication of which shots hit or missed (I guess they never miss huh?)