Weekly #7 (16.06.2025 – 22.06.2025)


Howdy!

Hope you're all squared up for some updates!

First off, the Card System has been integrated into the main branch—so I’ve got no more excuses not to start working on the UI. That kicks off next week!

In the meantime, let me show you some of the effects these cards can have on gameplay

Burning Ground from Mortar shells
Burning Ground from Mortar shells


Cannon Projectile exploding on big enemies
Cannon Projectile exploding on big enemies

To make things easier for myself when creating effects like explosions, I set up a separate scene with a visible grid. Now I can just hop in and test different explosion sizes all at once. Honestly, I should’ve done this way earlier!

Explosions testing ground

Explosions testing ground

I’ve spent some time refining the explosion effect and managed to improve it significantly, thanks to a few helpful tips from some awesome folks over on Bluesky :)

That’s it for this week—I'll try to bring some bigger updates next time!

As always, have a great weekend!

CHANGELOG (16.06.2025 – 22.06.2025):

  • 🎯 Scene for SFX testing – added a dedicated grid-based scene to quickly test explosion sizes and other effects
  • 💥 New explosion effect – revamped visuals for a more impactful blast (still squared)
  • 🕒 Timed effect override – when multiple timed effects are applied, the newer one overrides the old one (like bleeding)
Wishlist Squars here: 
https://store.steampowered.com/app/3547120/Squars/

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