Stellar Fury - Alpha 0.25 Released


Hello Everyone, 

We’re releasing an update to our alpha demo. This update focus on a few key areas and is not mean to encompass all the changes we have planned. This update is focused on improving the configuration options available and improving bullet visibility. We’ve also added a practice mode.  

But first, here is the list of bug fixes and optimizations in this version: 

  • Bullet config would not load after applying/closing options 
  • Resolution list had multiple entries 
  • Windowed mode option was inverted 
  • Main menu buttons could be pressed when options panel was open 
  • Improved optimization of the object pooling to reduce memory usage/load times 
  • Moved the “Pause” function to the player definable game controls.  
  • Corrected error in level data load validation step  
  • Adding loading screens for smoother scene transitions 
  • Corrected the “Z” letter graphic used in the high score entry 
  • Avg. Rank was not displayed correctly for a few moments after starting a level 
  • Score was doubled after beating the 2 demo levels 
  • When playing thru the 2 demo levels, the score would show the level range as “1-3” 
  • Main menu orientation/tate did not update when selected 
  • Hitting esc (or back/cancel) with the options menu open will now close it and return to the main menu 
  • Restarting mission now resets rank and avg. Rank 
  • Adjusted pickup bounce boundaries to remain on screen the entire time it should be available (they do eventually time out and leave the screen) 
  • Double-focus special could charge even when capacitor was drained 
  • Game HUD would stop responding if a midboss timed out and left the screen 
  • Control mapping screen was not rotated correctly in TATE mode.  

Bullet Configuration: 

The art assets for the bullets have been redone to improve visibility. There is now purposeful light/dark and color contrasts in each bullet to improve readability. The original style of bullets can be enabled by selecting the Style type to “Alpha”. The new bullets contain an outer glow that contrasts with the main bullet. The opacity of this glow can be adjusted or disabled entirely.  

The bullet color options aren’t new to this update, but the color the bullets are can be changed per enemy as well as having level specific overrides. Generally speaking, slower/static patterns are “type 1” and aimed/homing and/or fast shots are “type 2” 


Graphics Options: 

We’ve added a number of graphics options: 

  • Bloom Intensity Level 
  • Enable/Disable bloom per category 
  • Explosion size, debris size and debris amount 
  • Enable/Disable flash effect on bombs and player’s death 

Background Configuration:  

These aren’t new to this update – but since we’re covering related options I’ll bring them up here. 

Backgrounds can be enabled/disabled per element or disabled entirely. There is also a background luminosity slider. Lowering the luminosity will reduce the background brightness. 


Practice Mode: 

A practice mode has been added to the game. Right now all sections/bosses are available but future updates we may limit what is available here to what the player has encountered in a normal game mode.  

Gameplay Changes: 

We haven’t been focusing on any gameplay changes this update but we have few small adjustments 

  • Limited autobomb to novice and normal mode. 
  • Shield pickups now grant different amounts of shield depending on the difficulty level (Novice: 3, Normal: 2, Veteran: 1, Elite: Shields disabled) 
  • Added an “Elite” difficulty. That has a higher rank cap and reduced bomb pickup drop rate and removes shield pickups 
  • Lowered rank requirements for secret bosses. 

Files

stellarfury_a0.25_01012022.zip 209 MB
Jan 02, 2022

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