Bounty System & Enemy Rewrite


TL;DR: Bounty System (Roguelike "Runs"), enemy behavior rewrite resulting in new enemies, check it out here!


Another exciting update this week; the first iteration of the Bounty System and two new enemies designed from the ground up using a new state machine. Let's talk about bounties first. 

Bounties are the quests, missions, or whatever you'd like to call them of this game. A bounty also represents a "run" in the roguelike context. Dying ends your bounty/run, reaching the end and finishing the goal completes it.

A bounty consists of a target; Gary in this case, a difficulty, a reward (in money) and a starter kit to get you going which is show on the right.

In your ship you have a familiar looking computer with a new function - selecting your current bounty. If you don't already have one active you'll be presented with three options, which for now are just targets to kill but will expand to other types in the future. Select one to enable the star map, which now lives in the navigation console:

I won't be as detailed with the enemies as I think there is a bit of a fun factor to surprises there, but I will say all three original enemies were removed and replaced with two brand new kinds. These new enemies use my original sprites and actually telegraph their moves. I originally had them written in a strategy pattern for the game jam, but that quickly became a mess, so part of this update was rewriting them to use a state machine which was the bulk of my work this week but I've ended up with something I think will be rock solid throughout the development of this game allowing me to inject behavior via scripts anywhere I'd like. I have a lot more work to do with enemies including tweaking their numbers/behaviors and giving them more but I'm really happy with this foundation. I'm also happy to announce this starts my ~2 week break from work, so that hopefully means some juicy updates before the year end! Enjoy the update, and let me know what you  think here or on https://bsky.app/profile/cinderous.bsky.social


  • UI/UX
    • Door polish - when opening doors, colliders/occluders are no longer static open/closed but slide with the animation
  • Mechanics
    • Bounty System - Start your 'run' by picking a bounty, get a starter kit, and use the star map to reach your target (well prepared of course)
    • Enemies - Behavior system rewrite, replaced all 3 enemies with new/different ones, details secret :)
    • Enemies now drop items on the ground
    • Star Map Target - now holds a proper ending, secret :)
  • Bug Fixes
    • Improve projectile/enemy collisions
    • Fixed several issues with stat counting around enemies/enemies killed
    • Fixed several issues around save data allowing exploits to get a lot of money

Get Data Decay

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.