Devlog #1: Head Hunter - A Journey of Five Years
Hello everyone!
Welcome to the very first devlog for Head Hunter, a roguelike platformer that's been in the making for over five years. It’s been a long and winding journey, with lots of breaks and bursts of inspiration, and today I'm thrilled to share some major updates and milestones reached recently.
What's New in Head Hunter?
Procedurally Generated Levels
One of the most significant updates is the addition of procedurally generated levels. This means that each playthrough will be unique, offering new challenges and experiences every time you dive into the game. No two runs will ever be the same, keeping the gameplay fresh and engaging.
Player Movement
The core of any platformer is its movement, and I've put a lot of effort into making it feel just right. Here's what you can do:
- Run and Jump: Basic movement mechanics that form the foundation.
- Wall Jumps: Scale vertical spaces with ease.
- Double Jumps: Gain extra height and reach new areas.
- Charge Jumps: Build up power to launch yourself further.
Enemies
A variety of enemies have been added to keep you on your toes:
- Snail: Slow but steady, a passive enemy to introduce combat.
- Drone: Flies and shoots, requiring precise timing to defeat.
- Bat: Attack state still in development.
- Laser Enemy: Fires deadly beams, adding a new layer of danger.
- Splode: Drops eggs that explode on contact, creating hazardous situations.
- Sentinel: A tough, armored enemy that produced deadly shockwaves.
Biomes and Unique Encounters
Progress through doors to enter new biomes, each with its own unique enemy encounters. This not only diversifies the gameplay but also keeps you intrigued about what lies ahead.
Procedurally Generated Spikes
Watch out for spikes! They are now procedurally generated, adding an unpredictable element to your runs.
Minimap
To help you navigate and find doors more easily, a minimap has been integrated. It’s a small addition, but it makes a big difference in finding your way around.
Loot and Leveling Up
Enemies now drop gold and experience. Collect these to level up and grow stronger:
- Health and Level Ups: Improve your survivability and abilities as you progress.
- Death and Retry: If you fall, you can always try again. Persistence is key!
Quality of Life Features
- Pausing: Need a break? Pause the game and take a moment.
- Tutorial: A basic tutorial to help new players get started.
- Placeholder Sounds: For attacks and jumping, providing immediate feedback on your actions.
Starting Village
The game begins in a village where you’ll meet other playable characters. These characters can eventually be unlocked as you progress, adding more variety and replayability.
Area Names
Every time you enter a new area, its name will be displayed, adding to the immersion and helping you keep track of your journey.
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That's it for this devlog! I’m incredibly excited about the progress with Head Hunter and can’t wait to share more updates with you. Thank you for your support and for joining me on this development journey. Stay tuned for more updates, and happy hunting!
- Matt
Files
Head Hunter
An action roguelike platformer
Status | In development |
Author | Matt Burton |
Genre | Action, Platformer |
Tags | Pixel Art, Procedural Generation, Roguelike |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- Devlog #6: Head Hunter - Daily Runs, Backgrounds, and Decorations22 days ago
- Devlog #5: Head Hunter - Enemies, Effects, and Fixes25 days ago
- Devlog #4: Head Hunter - Feedback, Juice, Polish, and Bug FixesJul 13, 2024
- Devlog #3: Head Hunter - New Biomes and Polish!Jun 24, 2024
- Devlog #2: Head Hunter - Unlockable Biomes, Gold Overhaul, and More!Jun 03, 2024
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