Loot, Waves, and Better Fire Feedback
Week 19
This week I added the first version of MoonBurn’s Wave Manager, which is an important step toward structured combat encounters and quarantine-style fight zones.
The run economy is also coming together: enemies can now drop collectible Juice, the player can vacuum it in with a magnet, and extracted loot can be banked for upgrades. The fabricator can spend Juice and Gems to improve weapon stats like range, fire rate, spread, projectile count, damage, and projectile lifetime.
I also worked on combat feedback and level flow: fire hazards spawn more reliably, ignition has clearer reactions, enemies can be stunned, the player respawns at a safe point after defeat, and the level is being rebuilt with default floor tiles around an early crash-site area.
No big visual update this week, but here’s an enemy from MoonBurn.