Xenospore Devlog #4 - New Levels, QoL, New Cleanser Tile


Update on the Upcoming Update #4

Still working on that update, I want to say that it's gonna be finished soon but it takes a ton of time to get things right, so I'm trying to be patient. I'm currently focusing on new levels and some minor QoL improvements that come up as I make progress. I also added a new tile type to try and balance some of the harder levels, and improved some of the visuals of the game, including the Spore Arms tile.


What's new?

With the new levels being more complex than before and the addition of new structures, I made it possible for the player to quickly highlight all populated tiles that need saving.


I also Added color feedback to the hover action.



This new level may be small, but wow, this one took a while to get right! It's the first level that introduces the kinda evil tile-separation feature. I.E you could only select the houses with purple outlines or those without.



Some of the new levels were too tough, so meet the Purifier, a structure that cleanses surrounding tiles, including non-populated tiles which are normally only destructible. It works on several types of tiles simultaneously.



This is an example of one of the new levels I'm working on. Making levels for Xenospore is harder than programming and art combined. The possibilties are endless and there's no one go-to method that fits all situations, so it's a lot of trial and error and balancing.



Thanks for reading!

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