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Fiskerz

@Fiskerz

Joined June 3rd, 2026

  • 54Devlogs
  • 7Projects
  • 7Ships
  • 104Votes
Hi there, I make random stuff; sometimes more useful than other times.
Ship Pending review

What am I looking at?

Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense.

Features

These are the main and biggest features, see the README file for them all!

  • Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one
  • Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate
  • Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon!

What was difficult/challenging

Two things really. 1) Planning out all of the features and things to add to keep them balanced. It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito. As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project.

Testing/trying out

You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file.

  • 7 devlogs
  • 35h
Try project → See source code →
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6h 40m 42s logged

Added two test skills + ship preparations!

Devlog #10 for Apolinum Arise
Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up.
Here’s what’s new:

  • The hive-mind wand. The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones!
  • The strong punch. By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch.
  • Wrote the README. Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file.
  • Published the project to CurseForge. This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights!
    Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this.
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2h 50m 38s logged

Added the second inventory GUI + added GUI bg switcher

Devlog #8 for Bundly coins
Alright, so for this time I’ve decided to continue my work from last time and begin making the pouches actual inventories.
For this time being specifically I took the most time making a semi-simple system that would allow me to switch pouch GUI bg textures, without each pouch needing to be its separate class. This was a success and it works with the second pouch inventory.
The second pouch features an entire.. 5 slots. I know, suuuper big!
Anyways outside that I’ve not done much else interesting, soo cya next time!

Seeing this project for the first time?

This is a minecraft mod, that adds currency system, which are coins and pouches used to effeciently store the coins. The mod will include things like simple and easy to navigate UI, smart balance counting on pouches, auto-convert, auto-grabbing to pouches and so so much more! So be sure to stick around if you’d be interested in seeing how it goes!
(the second screenshot is a silly mistake I’ve made, pasted in for fun :)

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Ship

What is this?

You are currently looking at a native windows app, written entirely in C# & XAML. The main goal of this app is to make for a pc hardware person like me, keeping track of components I might happen to have laying around a lot easier and incredibly organized, without having to use endless and ugly excel tables. It is my first ever project of this kind, as I’ve been always making games, or mods, but not actual apps.

What was challenging/I’m proud of

As I said this was the first project of this type I’ve made ever so learning XAML took me some real time and effort.
The expandible system and the mark-down style parser are the real “trophies” here, the amount of time and effort they took is just still horryfic to me. But I’m extremely proud of myself for biting through them.

Features

I’ll only go through some of the most important features, as there’s just many smaller things to cover. You can view all of the features in the github repository’s README file that took me a pretty long time to write and decorate. There are so many features that I can’t even fit them within this posts text limits.

Adding, searching up, viewing, editing and deleting Components

You can do all of these with any Component. Adding and searching up components is pretty simple, you just click on the gigantic buttons on the window that you will first see. And once you open the search window you can then view in detail, edit and delete the components from there using the dedicated buttons.

Mark-down style description parser, writer and viewer.

One of the most difficult things I’ve done in this project, as getting it to fully work was really difficult, even more so due to it being my first time having to solve an issue like this. But hey you can:

  • Write in bold, italic, bold-italic and have two different headings styles.
  • See what you’re writing in a preview box placed next to the description writer
  • View the rendered descriptions in the detail window afterwards.

Making your own Parameters, as well as editing default ones, or removing them entirely

This is the most difficult thing I’ve dealt with throughout the entire project. As let me tell you - rewriting the entire app into architecture where the app itself has no idea what concrete step it’s doing is pure hell. I called this the Expandible system and it revolves mainly around being dynamic and expandable. Instead of having a Component that has a string value for its model, you now have a Component that may, or may not have a Model parameter assigned in its parameters. And that specific Model parameter can hold some value. And now try explaining this to the app. Just hell to deal with. But hey it works and I am super happy with how it turned out. Thanks to it you can:

  • Add your own parameters. You yourself can make any of available rules for it, all using a pretty simply navigatable UI.
  • Edit current parameters just as easily as you can add parameters, you can also edit any parameters and shape them into your liking. Or..
  • Delete any parameter you now dislike, or have no interest/use for.
    The UI scales and renders your parameters all throughout the app, based on what parameters you set up.

Filtering Components

Once again, from any of the parameters you’ve set up you can use them to filter out specific components, using any kind of parameter you decided to add in.

Multi-language support

In the app settings you can swap out between English (Default) and Czech. And the language is implemented all accross the app. So much so that even the default parameters will be generated in your selected language.

Testing and using

You can download the app from the latest release on github for Windows 10/11. There is unfortunately no other way to publish this app, since it’s a native windows app. For more detail follow the guide in the README file.

  • 11 devlogs
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5h 32m 27s logged

Added QOL features, README rewrite, bugfixes & shipping preparations!

After all this time- the app is finally entering the final stretch (atleast for its first ship). A pretty thorough testing has been done and I am now quite confident that there’s not much missing. I got some feedback from a friend of mine and used it to add in some things he found missing, soo shoutout to him!

  • Added many warnings and pop-ups throughout the app. In the app there are many settings that if you tweak at the wrong time, or incorrectly you can get yourself into quite some mess. With these warnings it should be more easily preventable.
  • Completely rewrote the README, so that it now includes many images, gifs and most importantly very good documentation of the features.
  • Added translations for more things, such as when parameters are regenerated it is done so in your chosen language.
  • Added watermark text to the add window. Since I’ve heard it multiple times now, that the text box for components name is not intuitive to click on at all this should fix it.
  • Fixed many issues, ranging from parameters saving as their opposite type, to the app crashing just from opening settings. You can read through these in detail in the respective github commits.
  • Ship preparations. I took some time to deal with these things, such as making the app as humanly simple to run as possible, thourough testing, making github releases and writing the README as well as the ship description.
    And that is probably it here. This is likely the last
    devlog before shipping, so hopefully see you there!

Seeing this project for the first time?

This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!

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6h 14m 40s logged

Added multi-language support + settings + first README written!

You might notice quite some time logged on this one. And let me tell you, you would not believe just how bad a simple mistake can be. I’ll get to this on the end of the devlog, for now let me tell you about the stuff that I’ve added.

  • Added multi-language support. Now all text you see in the app is either dynamically generated based on the things you make, so that’s in your language, or use a key, which is then filled from the decently sized language tables I’ve written.
  • Added English support. Up until now, the entirety of the app has been written in czech, my native language. But since I’ve now added the multi-language support I of course chose english as the first one to add. Now personally I will probably NOT be adding any other languages, as I don’t want to use google translate for them, since I know how choppy it can come out and personally don’t know any other languages on a tier high-enough to trust myself with writing the tables right. If anyone out there would be willing to translate the app into a language they can speak, I’m down!
  • Added settings. Settings is actually a bit of a.. silly name to use here, as there’s only one setting there. Which is of course the language toggle.
  • Written the first README. Now first clarifies only as first for this project, as I’ve written a few of these before, but this project is the largest one I’ve ever made, so it took me quite a bit of time to write this one. I’ll be improving it further, as it’s incomplete so far.
    And that’s it I think.
    The awful mistake I’ve made was forgetting to merge the github branches before starting this part and made an absolutely ridiculous amount of issues by that, such as the app mixing old and new codes and other terrible stuff.
    Outside these, I think that’s all for this one. I’m expecting this to finally be one of the last devlogs before the first ship, as there’s not much blocking me now from shipping.

Seeing this project for the first time?

This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!

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2h 28m 19s logged

Added the custom settings from last time + custom parameters adding

Devlog #9 for PC Parts Lister
Soo as I said last time, I’ve now implemented the following:

  • List option for string type parameters. This allows parameters to load as a selectable list of options, instead of just a text field.
  • Allowing custom list entries. An extension to the list option, which when toggled also allows you to type out your own thing if none from the list suits your need.
  • Custom numbers sufix. Just as I said last time- this enables you to set a custom sufix to number type parameters and will do one simple thing - wherever this parameter is displayed, your sufix will be displayed after the number, so instead of “Capacity: 500”, it will now be “Capacity: 500 GB”. That is ofc if you set the sufix to be GB.
  • Adding custom parameters. Since you could edit current parameters last time, I now gave you the power to make your own parameters. Everything since I’ve began building the expandible system has been preparing for this moment and now it’s here. It took me just a few lines of code to add this, but thanks to the complex system I’ve built custom parameters are supported everywhere in the app.
  • Bugfixes
    • Fixed Possible parameters obtaining values. As simple and unimportant this sounds, Possible parameters act only ONLY as a sort of template. Thus no actual value should be assigned to them. And thanks to a bug in the code this was happening, which broke the app way more than I expected.
    • Fixed filtering-related issues. There were issues where the filtering system would be unable to filter out correctly, despite everything being right.
    • UI fixes, such as scrollbars in places that were missing.

Seeing this project for the first time?

This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!

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5h 58m 42s logged

Added the parameters editing windows!

Devlog #8 for PC Parts Lister
Great day ya’ll.

  • Added the edit parameters window, which features the following:
    • See all current parameters
    • Edit current parameters
    • Delete current parameters
  • Added the parameter edit window itself, which you can from the previous window and it allows you to:
    • Change the parameter name
    • Change the parameters ID
    • Select if the parameter is either text, or a number
    • Change the possible values in case of text
    • Set if the parameter is supposed to be in a list in the case of text
    • Set if the parameter can be edited, or just selected from set values in case of text
    • Set a custom suffix to number type parameters, for example if you want to add a parameter for storage capacity it would be weird to have just “500”. 500 potatoes? You can use this to instead show “500 Gb”. Much better ain’t it?
    • In cases of all these three new settings - they are only selectable here and the app saves them, but they are yet to be implemented!
  • Added and edited the main window layout, adding the parameter settings button.
    And that is about it, hopefully se any one of you around!

Seeing this project for the first time?

This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!

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2h 59m 42s logged

Finished migrating the filter window, added back category selection buttons, filtering by favorite and searching up components by name!

Devlog #7 for PC Parts Lister
Before I start - WHY THE HELL DOES THE REVIEW PROCESS ON MY OTHER PROJECT TAKE SOO LONG? My other project, the Sponsor system has been under review for OVER 12 DAYS now, anyone got any idea what’s up with that?
Either way, to the actual devlog now-
Soo since last time not any crazy time has passed, although I still did quite some work and want to write a devlog before heading onto the next parts that I assume will take a little while.

  • Added searching components up by name back. Just like the other features, this has been implemented before already, but due to the migration to the expandible (= aka. dynamic) system has been broken.
  • Added filtering by favorites back. Soo you can filter out all of your favorited components.
  • Added back the category buttons. They behave just as before, you click on a category and see components under that category. Pretty neat, no?
  • A whole lot of bugfixing and testing. Since last time I’ve discovered quite an insane amount of bugs and had to do patches almost constantly. Not to mention I had to pretty deeply test out all of the features to make sure there are not any holes I missed. But I believe not.
    Anyways I think that’s mostly it this time, I gotta say though that I should really hurry up with this project to finish it on time, soo cya!

Seeing this project for the first time?

This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!

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4h 33m 31s logged

Planned out new features, added custom font and added dialog box guide!

Alright, before I write this devlog I’ve got some things to say first-
Huge and I mean HUGE thanks to all the people that rated this project, not just for the overall amazing results, but moreover the incredible constructive feedback I received!
The feedback I received was truly amazing, as people didn’t complain about some feature not being to their liking as it often happens, but instead with each issue a solution, or some sort of idea!
Genuine thanks to the people who rated this!. To pay ya’ll back somehow I took my time and read through each and every single review in detail and wrote down all of the complaints and ideas.
Also.. real thank you to the staff for marking this as a super star project, it truly made my day!
Now… onto this devlog, yay!

  • Read through all of the reviews, marked them down and did some thinking and planning. I dedicated almost an entire hour to make sure I won’t miss any ideas and pondered a bit about how could I possibly implement them to keep the game feel similar.
  • Added custom font. This is something I’ve been reccomended for quite a while and totally got it, so now a custom font is in use, made once again by my dear friend @FishyDrawer , soo shoutout!
  • Added a click guide/indicator in dialog box. I did not really thought of this ever before, but it kinda makes sense- from the reviews it was a little confusing for first time players to realize they should click on the dialog box to progress. So now after you don’t click for a longer time a small text telling you to click appears, pretty neat I think!
  • Fixed the balance visuals in the first two levels. This is a complaint I got quite often and it was a bug, not an intended feature. But hey, now it shall be fixed
  • Began work on upgrades. This probably took up the majority of this logged time, as it’s not really a joke to rewrite the old system to this new one. But hopefully I’ll be able to add this next time!

Seeing this project for the first time?

This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today.

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6h 23m 21s logged

Added support for filtering by numbers and text for the new system!

Devlog #6 for PC Parts Lister
Since last time I’ve began work on the expandible system quite some time has passed and I’ve worked on other projects in the meantime, but here am I now to hopefully finish this.
Soo..

  • Added support to the filtering window for the new system, meaning it now generates the parameters dynamically, just like add window does
  • Added back filtering by numbers, such as wattage and other number based parameters, with the old smaller/bigger/equal toggles
  • Added back filtering by text so long story short - you can filter the other things that are not in numbers, such as names, series, subseries, etc.
  • Added the reset filter button back. Pretty self explanatory I think, ain’t it?
  • Many bugfixes. Since last time’s revert to the new system old things just keep on breaking and breaking and I have to constantly patch/disable features (temporarily) till I am able to fix them.
    Outside that I think that’s mostly it for this time, the main eater of time here was me really just spending a whole lot of time figuring out the architecture that would work for this whole system and let me tell you - it’s a real nightmare to think about. (wouldn’t be surprised if I had nightmares abt it tonight lol)

Seeing this project for the first time?

This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also mz first time making anz kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to stick around and hit the follow, ty!

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Ship

What is this?

This is a tower defense game made in unity. It’s got quite a twist to it- it literaly evolves around you as you progress.

Some of the features:

  • 3 unique towers that shoot at enemies passing by in order, all in their own unique style
  • 5 different worlds, that evolve with your play, just as enemies in each one do
  • Tower upgrades
  • An entire balance system with a shop to buy the upgrades
  • A slot tower placement system that allows you to place the towers on any of the spots to your liking!
  • A whole lore to the game
  • All hand-painted assets, nothing here was ai generated!
  • And so so much more! you can see the entire list in the readme file

What was challenging?

Well, this wasn’t my first game I’ve ever made (it’s the third..), but I really struggled with some things:

  • The placement system. I’ve never made anything even similar to this system, so I had mostly no clue on how to make it. Once I got the hang of it, everything was fine, but it took me some real time to do it without bugs.
  • The web version. I truly don’t get why this trivial thing was such a trouble, I had this terrible issue where no cutscenes would play in the web build, which stripped the game of a lot of it’s feel and lore. I seriously considered giving up many times as I just couldn’t fix it. But hey, I ended up solving it and now it works!
    Of course this entire project wouldn’t be possible without my friend @FishyDrawer , as she was the one behind all of the textures, so huge shoutout!

What am I proud of?

Not giving up in the tough times. It was really tempting to skip some things when they felt too difficult or overwhelming, but I ended up biting through each one and making it to the finish line.

How can I try this?

It’s quite simple really - just press the “Try project” button and press play on itch.io. If you can I reccomend to download the game, as the web version is not confirmed to be issue-less, but it worked fine in my case!

I really hope you’ll enjoy playing and thanks for reading!

  • 11 devlogs
  • 41h
  • 18.02x multiplier
  • 740 Stardust
Try project → See source code →
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1h 27m 13s logged

Finally fixed the web version + ship preparations!

Devlog #11 for “Boom” protector
I am really glad for finally fixing this bug, that caused cutscenes to not work on the web version of the game. It was a real headscratcher to deal with to say the very least, but hey it works now :)
I also prepared the project for shipping and next post shall be a ship, so see yall there!

Seeing this project for the first time?

This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today.

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5h 42m 3s logged

Added all of the sound design and polishing!

Devlog #10 for “Boom” Protector
As you can see there is quite a bit of time logged on this one and it’s all because of one thing- but I’ll get to it later. Anyways here are some of the changes:

  • Added the entire sound design. Just when I thought that I could go ahead and begin finishing and polishing the game up I realized an awful thing - I still haven’t solved the sound at all. So now there’s:
    • Bg/passive music in-game
    • Tree shooting sound
    • Tree placed sound
    • Projectile hitting sound
    • Shop clicking sound
  • Added the quit button. Yeah very impressive, I know. I just felt like mentioning it, that’s the whole reason it’s here.
  • Translated some stuff, as some things were in czech.
  • Added visual clue of insufficient balance. Before you just had to guess what the numbers in shop meant, now if you lack the balance to purchase a tower, it will flash red.
  • Many, many, many bugfixes. This was one of the main focus as of here and here are some that I fixed:
    • Issues with different screen sizes. Whenever you were to use anything else than the 1080p the game was designed for, the entirety of the ui would fall apart. Now that’s fixed.
    • Removed debug enemies. As far as I’ve said this like 10 times already, this time they are actually gone.
    • The bg audio not playing. Despite the fact I added sound in this update, it was already broken.
      And last:
  • Uploaded the game to a new itch page and published normal + web version.
    Anyways that’s all for this time I think, I’m pretty tired..

Seeing this project for the first time?

This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it out one day.

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4h 23m logged

Added the end screen, improved the game tutorial and many bugfixes

Devlog #9 for “Boom” protector
Aight, since the last time I’ve made some pretty damn decently big changes, so let me go through them one by one:

  • Added the end screen, a short cutscene with another dialog box and a choice (in the future maybe) to enter the endless mode
  • Improved the tutorial - the interactive tutorial I’ve made last time is something I truly like, as it makes the game feel way less like a mess. Due to that I added a second part to this tutorial that tells you about the shop and how it works.
  • Bugfixes
    1. Fade screen not covering the whole screen. A tiny stripe of whatever was underneath could be seen during the fading. This bug has been a real nerve for my eyes to look at, so I’ve decided to finally fix it.
    2. “Upgrading” towers over their max level. For whatever reason you could upgrade towers that were already at their maximum level, which would do exactly one thing: take it off your balance. No actual upgrade was done. So now this is finally patched.
    3. Skipping dialog before the game loads. I am quite unhappy with the system behind the splash screen, which is why it took me so long to patch this, but now you finally can’t skip the intro dialogue by accidentaly clicking during the splash screen.
    4. Enemies spawning before second tutorial is complete. Pretty self explanatory I think.

Seeing this project for the first time?

This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it out one day.

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4h 3m 38s logged

Added the loading screen, pot unlocking, proper tutorial and so much more!

Devlog #8 for “Boom” protector
I’ll cut the slack this time and get straight to what I’ve added, as it is quite a bit!

  • Loading (= Updating) screen in between worlds. This finally shows the player what is going on and makes the game feel way smoother and more polished.
  • Proper tutorial - up until now you got a few very simple lines of text and good luck figuring out the rest. Now I’ve made it that the game actually teaches you a little bit before letting you play
  • Pot unlocking - this has been something I’ve been a bit lazy to add, but now it’s finally in. Meaning that now trees unlock with levels you gain. Due to this some wave and enemies rebalancing will have to be done, but.. it’s fine. (still beatable, but way harder)
  • Miniature trees to the shop pots - all pots in the shop now have their own little tree in them to make them easily distinguishible and look nicer
  • Fixed many bugs such as shop prices increasing incorrectly
    And that’s about it I think, be sure to follow if you find this project cool.
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2h 31m 51s logged

Patched a whole lot of bugs

Devlog #7 for “Boom” protector
Since last time’s release a completely insane and game breaking bugs, thus I spent this time patching as much of them as I could.
The main two most important bugs I patched were:

  1. New tower spots would never disappear and you could click on the spots, which would decrease your balance while not placing anything down, cause there was a tree already. So now they behave correctly - they no longer show up when they shouldn’t.
  2. Null’s speech problem - In the last version if you clicked before null finished speaking, he would start speaking in a language unknown even to us developers. Now he just speaks normally.
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4h 8m 1s logged

Added in the guide to show new players around, the main menu and intro, as well as many bugfixes

Devlog #6 for “Boom” Protector
Since last time a lot has changed - I added quite some UI to the game, which includes Main menu, the intro and the gameover screen.
Outside the UI I also patched out a lots and lots of various bugs.
Also an ambient music track to play in the bg to shift up the mood quite a bit.
To top it all off, many waves of enemies have been added, making the game prototype near complete. And to celebrate the game has been uploaded to itch.io. In order to match these new changes I’ve updated the projects information.
If you find this game just a little curious be sure to follow!

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5h 41m 4s logged

Added tower upgrades and began working on main menu!

Devlog #5 for Evolution game
So this time I finally added the tree/towers upgrades, which took a hellish time to implement, but it works now, hey?
Outside that I also added all of the worlds for the game, so now they’re complete. I also added a small settable cooldown between worlds, so it does not feel so instant and sudden. Many enemies have been added as well. And I also added all of the three trees and their stages.
To top it all off I also added range for towers, just forgot to log these changes, so they’re now all in this one big chunk together.

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2h 28m 31s logged

Added purchaseable trees in the shop + the tower placement system and more!

Devlog #4 for Evolution game
Since last time I added added working shop items, the entire tower placement system, auto price writing to the label and also a few bugfixes.
Outside that not much added really, but this was a real head-scratcher to deal with, as I’ve never made anything like this.

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