Neon Blitz is an electrifying roguelike where you strategically choose from an arsenal of skills and abilities to repel waves of glowing invaders. Invest hard-earned cash in a deep upgrade system, crafting synergistic loadouts of abilities to outlast the relentless neon onslaught.
Hello!
Welcome to the first official dev-log for Neon Blitz!
[h2]UI Update[/h2]
This is my first official steam game and throughout it's development my skills have been improving. As a result, certain things are getting upgraded!
One of the first areas I've been updating is the UI. I wanted to try and evoke the feeling of sitting in a futuristic cockpit where you're controlling the turret.
[img]{STEAM_CLAN_IMAGE}/45128891/8d67f622c9b315e447317c6843e86c559866cde1.png[/img]
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[*] Health is represented in the left bar as well as explicitly displayed in the bottom left
[*] Any abilities the player may have are present in the new ability bar to the bottom
[*] There's a progress bar on the right to indicate how much of the wave has been defeated
[*] Next to the progress bar is a 5 wave counter. The idea is that every 5 ways gameplay something will happen to mix up the gameplay slightly. Perhaps a new ability or buffs to the enemies.
[*] DNA which is used as a currency is displayed in the bottom right
[*] Then in the top we have a timer indicating how long the current round has been going on.
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[h2]Art Style[/h2]
This new UI approach has a more restrained palette than I've shown previously. I've personally found the art style that I decided upon earlier difficult to use. So I've been rethinking the art style which has led to this new more detailed but also more restricted design.
Expect to see the characters and enemy designs updated as well!
I'm quite happy with the new direction and feel it gives me a lot more flexibility with overall visuals of the game.
That's all for this update! Stay tuned for more! If you haven't already, [url=https://x.com/BinarySunrise_]give me a follow on Twitter[/url] (not X).