Post Release Update Plans

[h3]Planned changes[/h3] [b]*None of the following statements are promises but are merely things that I would LIKE to do*[/b] Everything I'm laying out here is to meet one of 2 goals, streamlined interesting gameplay, and increasing appeal. [olist] [*] Bug fixes including having to press and hold "R" to restart on game over when it should just be a press [*] Address the upgrade system, upgrades interrupt the flow of gameplay and I need to address that to provide more cohesive gameplay [*] Art and effects, right now the game looks cheap I want to increase the curb appeal of the game [*] More units/gameplay elements, I'm very much still in the brainstorming phase here so don't forget what I said about no promises. [/olist] [h3]Timeline[/h3] Q2 That's about as specific as I can get right now. [h3]Prereqs[/h3] My game's codebase is kind of a mess and I really need to go through a major refactor. If you know what a refactor is and would like to follow along or would like to learn more I'm planning on posting about it on my substack. [h3]Substack and postmortem[/h3] I've created a substack found [url=https://peregrinedev.substack.com/]here[/url]. Most of what I post there will be more technical and about how my games are being made rather than just what I am making. If you're interested in that please check it out. The postmortem of my game will be posted there as well. Which, if you don't know what a postmortem of a game is, a game's postmortem is a summary of the development process and lessons learned from making a game.