Orbit Swarm devlog #4: Sound and art, written in code
Synthesized sound effects, music composed as code, sprites that build our store art, and a test that plays the whole game.
Devlog
Progress updates, design decisions and the occasional bug story.
Synthesized sound effects, music composed as code, sprites that build our store art, and a test that plays the whole game.
The dotted i, a font that ate three letters, word order and grammar that depends on the name: localisation bugs no test can see.
Thumb controls, a cap on crystals that keeps the frame rate steady, a cockpit-style HUD and a game that ships in two languages.
Merges, set bonuses, explicit damage types and ship parts — and the one rule we kept from the start: no permanent power.
Survive, shop, repeat gets old fast. A branching map with fog, planets with rules and a permanent Anomaly give every run a shape.
BalanceSim plays hundreds of runs for us. It caught seeds quietly making the game harder and a final boss that wasn't the hardest fight.
Once the fight starts, your champion is on their own. Why the shop is the real game, and the rules that keep it honest.