Hello everyone! Time for another quick update, because it's been a while.
First of all, yes, some of those lasers may require nerfing -_-
Secondly, GvS has been on holiday this week (still is, actually) so it was a bit hard to get some of the more complicated stuff done. I can program quite a lot in this pile of... code, but some parts of it are far beyond my comprehension :-----) This means that the newest demo may come a bit late for beta testing, but we will release the first available version asap anyway, even if it's riddled with bugs - probably early next week. I'm sure the usual Patron demo schedule (end of the month) will remain unchanged ^_^
You may have noticed that last month there was no Patron Raffle winner - this is because the actual winner never got back to us. Of course they'll get their prize once (if) they get in touch. Aside from that, niziolek has had so much to do recently, both for the game and at her full-time job, that I fail to comprehend how she can still stand, let alone draw so well.
There also haven't been any new "thank you" image even though theoretically we hit the next (200$) milestone; that's all just theory though - turns out (due to many Patrons cancelling their pledges towards the end of each month) that it hasn't been achieved yet. Sad, I know, but don't worry - we'll get there!
In the meantime, we started organizing the actual release and are now talking to Nutaku and DLSite (the latter will probably help with Japanese translation, too), both being quite enthusiastic towards the game and its quality! Hopefully they don't just tell this to everyone...
I also started working on sounds, because hey, would be good if those enemies actually made some while shooting, right? It hasn't been going too well so far, mostly because our sound engine appears to be having trouble queueing and overlapping them without sounding like a cacophony of diarrhea. Again, GvS will probably need to take a look at this.
Needless to say, music is not ready yet either, but... patience.
We're also hoping to give the game a bit more "feedback" altogether. So, aside from overall sounds, this also means some more cool graphic effects when enemies are hit or killed / bullets created or destroyed, absorbed, frozen... there's a lot that can be done here, but it's no easy task, especially if it's gonna look actually good. When you start working on stuff like that, you finally realise the meaning of "devil in the details"...
Ideally the full final game is supposed to be released in December, so that all the people can have it as their Christmas present, because seriously, what else would anyone ever want. But oh boy, if we're gonna make it, it's gonna be a hell of a ride those coming months...