Weekly #1


Square up people!

I decided to start posting Weekly posts about my progress with Squars, so here it's, the first one!

(Also, let me know if Pixelify font is bearable to read or should I change it ASAP)


First of all, I'm happy to announce that Godot project is close to surpassing the Legacy Version in content while remaining perfectly maintainable. Once again - I 've shot myself in the foot with trying to stick to pure ECS approach back then. Also, it's a nice feeling, learning a proper game engine that takes care of many things for you. Of course, there are still issues and I often have to restart editor due to desyncs with C# codebase, but it was a smooth sailing so far.

Secondly, I was talking with a friend about Squars, showing him the newest trailer, and he pointed out that Squars are more like a strategy game than a tower defense but my footage keeps on showing as if enemies were walking along some predefined path, being shot at by towers and that's indeed the problem! Core idea of Squars is that you have to defend and all your buildings ARE vulnerable.

So... Should I still tag it as a tower defense game?

How do you interpret black spots? These are supposed to be holes in the ground that you can shoot through! But it’s easy to mistake them for walls. Any feedback on how to visually communicate holes more clearly would be highly appreciated!

Anyway, here's the changelog from the last week. I'm really trying to work on Squars daily, despite having a full-time job. So far so good!
Wishing you all a great weekend — expect more weekly logs to come!

WISHLIST SQUARS TODAY!


CHANGELOG (02.05.2025 - 09.05.2025):

- Added selection of buildings and enemies
- Added wave system — a configuration tool for precisely defining what happens and when
- Added Energy Generator building — it generates energy but takes up a lot of space, is expensive, and is vulnerable
- Fixed shield not regenerating properly
- Fixed issue where you couldn't place a size-1 building near the edge
- Fixed issue with clickableArea  — now areas larger than the enemy can be clickable. This helps with selecting smaller enemies
- Changed all entities from Sprite2D to ColorRect, since they're just solid-colored squares and don’t need to be sprites

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