Version 0.2 Released - New levels, new controls, and new options


A friend of mine sent me this screenshot cause they saw a 6 for the first time, and I was dumbfounded for like 10 minutes trying to figure out why the highlight was yellow instead of white.

turns out it's just an optical illusion.

Changelog

  • Added 6 new levels: Wireframe, Crescent, Sphere 2, Sliced Prism, Sierpinski Triangle, & Sierpinski Tetrahedron.
  • The first revealed tile on each playthrough is guaranteed to not be a mine.
  • New camera control option: Orbital. In this mode, you can spin your view around an orbit point that's at the center of the mesh by holding down middle mouse button. Camera is stationary otherwise, and any visible tile can be clicked.
  • New flight control option: Zero-G. Inspired by the Descent series of games. In this mode, camera movement is unrestricted, and is relative to the current view direction, allowing for spaceship-style movement.
  • Added two new backgrounds, and the ability to pick them in the main menu.
  • Added a fullscreen toggle keybind. (alt-enter on desktop version)
  • Added the options button to the main menu.
  • Added an option to enable double-clicking as an alternate binding for chording.
  • Added an FOV slider.
  • Mines % can go all the way down to 0% and all the way up to 100% now. (previously it was clamped between 1% and 99%) There will always be at least one mine and at least one safe tile, regardless of the precentage.
  • Backface highlights are smaller, to help distinguish them.
  • Highlight blending function changed to assist with visibility. (Though in doing so, they don't work on the browser version anymore... oops)

Bugfixes

  • Custom difficulty actually works now
  • Number of exploding mines that can spawn in a single frame capped to 50 to avoid large lagspikes
  • Number of tiles that can be revealed in a single frame capped to 1000 for the same reason
  • Replaced a recursive function call for revealing tiles with a queue, eliminating a stack overflow crash that could happen on large levels with low mine densities
  • Configs actually save on the browser version now (as do screenshots, but I don't know where they go)
  • Graphical bugs fixed on mobile platforms (incl. chromebooks) fixed. Though there are no touchscreen controls still
  • Pressing/holding multiple mouse buttons at once no longer behaves weirdly (I had no reason to fix this, I was just bored)
  • Mines % on the main menu is actually a percentage now and ranges from 0 to 100 (previously was between 0.0 and 1.0)
  • Added tile sprites for numbers up to 20, as I realized those could in theory show up
  • Pop-up descriptions in the options menu wrap around instead of being one long line that stretches past the screen

Things I didn't add

  • Touchscreen/mobile controls - playtesting on mobile is way too complicated, and it was sapping my motivation to work on the game entirely, so I gave up on it.
  • Resolution control settings - couldn't think of a good reason to add it. maybe next update.


As before, this game is in beta and sparsely playtested. If you find any bugs, please leave them in the comments here or on the main page.

I've had a lot of fun working on this game, but I feel massively burnt out now. There are still ideas I have for things to add, but I'm not sure when I'll get around to those.

Thank you to everyone who played the game, and to those who left comments, reviews, or suggestions. I hope you continue to enjoy playing Hullsweeper.

Files

Hullsweeper v0.2-web.zip 10 MB
2 days ago
Hullsweeper v0.2-windows.zip 32 MB
2 days ago

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