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Devlog #5: 0.1.3 is out with controller support, layers that look different, and a real tutorial

Two playtests in two days told me exactly what to fix, so this build is almost entirely playtest feedback. It's live now, free in the browser and on Windows, Mac and Linux: https://n3at18.itch.io/bombbonk

Controller support. Both testers reached for a gamepad, and only the D-pad did anything. Now the full game plays on a controller: PS5, Xbox, Switch Pro or a generic pad, in the browser too (press any button once so the browser sees it). Left stick to move, right stick for the camera, R2 or Circle to drop a bomb, and every prompt switches to your controller's buttons.

Every layer looks different. "This level looks a lot like the first level" was fair. Each layer down now has its own palette: bone, rust, dusk for boss layers, cold slate, then ash with embers. Deeper layers also ask for more seals: 3, then 4, then 5.

A real tutorial. The first layer now teaches one thing at a time: drop a bomb, get out of the cross, kick, one slow guardian, a seal, then the goal. Your own blasts don't hurt you until you've got it, and you can skip it or replay it from Options.

Seals you can't miss. They blink, carry an outline in the layer's colour and a "BOMB IT" label, and ping the first time you see them.

And a pile of smaller fixes from the feedback:

  • Kick works. It only reached 2.8 m on 3 m tiles; now there's a prompt over a kickable bomb and a hint when there's nothing to kick.
  • Upgrade cards in plain words, with the numbers before and after.
  • Remote bombs are gone.
  • Only the slower guardians on the first layer; the fast ones arrive from layer 2.
  • Bigger hearts, an XP bar with its number inside, and a cleaner HUD.
  • Getting hit by a blast has a tiny freeze and camera kick, so it feels like a hit.
  • The browser build renders frames 1.5-1.8x faster, and shadows and tiles look right there now.

Progress: I'd put the game at about 40%. The core loop, the layers, bosses and progression are in; next is more content, more polish and more playtests.

What would you like to see on the deeper layers?