Fully Loaded V1.4
Cannonball Commandos - Mechjam IV » Devlog
- Destructible Terrain
- Bosses added
- Electrical pillars added which do not take part in the turns
- Zones added for enemies so the turns are skipped if the zone has not been triggered
- Enemy turn skipped when dead
- Outro fixed and new music track added for it
- Final score bug fixed and now points and doomsday clock time left display
- All levels rebuilt and the start of each has a section that does not have the turns enabled
- Difficulty buttons added, for now they are not changing the amount of seconds on the doomsday clock due to a bug
- Lots of tweaks and adjustments to sound effects, animations, and the way that text is displayed for the missions
- Build tested on PC and Samsung S105G for Android build.
Files
CurrentPC(Zipped) 52 MB
Aug 06, 2023
CurrentMobile(Android) 83 MB
Aug 06, 2023
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Cannonball Commandos - Mechjam IV
Stop the Nyx and their Doomsday plan
More posts
- Cannonball Commandos v1.6Sep 23, 2023
- Cannonball Commandos v1.5Aug 13, 2023
Comments
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Cool update, and the destructible walls are a nice addition.
The electric towers are a bit OP though they drain your hp really fast and i tried on medium difficulty.
But keep up the good work :)
Thanks for the feedback! Only pulse hurts them, I like to use jetpack to hover above or below them, Ill look at how to teach the player more effectively.
Oh i see, i tried rocketing and keeping my distance cause of the damage they deal.
Good idea it could be cool to have the tutorial mention all the new mechanics to avoid confusion :p
Ah ok thanks, yeah there is a trigger collider that detects the player, it also interferes with rockets. I need to set up a layermasks. I do also think lightening bolts might stop rockets but maybe I can keep the base venerable to rocket hits though. If it doesn't flicker red on the sprite probably no damage was done