Devlog Update: Major Overhaul and New Features
Cookie Madness » Devlog


Hey everyone! It's been a wild ride developing this game, and we've packed in a ton of new features, improvements, and fixes based on feedback and iterative development. Below is a comprehensive list of all the changes and additions since the last major update. This brings us to what feels like a full-fledged retro-modern platformer with endless procedural fun, challenging enemies, and multiple dimensions to explore. Let's dive in!Core Gameplay Enhancements
- Player Abilities: Added double jump (upgradable to triple via store), swimming (unlocked at level 2), dash ability (unlocked via potion, with 60-frame cooldown), and speed boost power-up (temporary via potion).
- Physics and Controls: Improved gravity, jump force, and movement speed scaling with player level. Added controller support (Xbox/Wireless controllers) with left stick for movement, button for jump, and D-pad for down actions. Key remapping in pause menu for keyboard users.
- Scoring and Progression: Cookie collection increases size/level, with total cookies persisting across deaths (reset only on full game over). Enemy kills give 5 cookies (10 for big cookies). Distance traveled tracked in meters, with high score saved. Level progress bar added, difficulty multiplier increases with distance.
- Game States: Added game over screen with high score display and restart prompt. Pause menu now scrollable (mouse wheel or controller), with color blind mode toggle, controls settings, and resume button.
Procedural Generation and Levels
- Terrain Variety: Overhauled generation with types like flat, gaps, hills, floating platforms, pipes (capped at 300 height to avoid blocking progress), steps, clusters/doors, island chains, portals, moving platforms, and water pools. Added rainbow portals for entry to new "Rainbow World" dimension.
- Dimensions/Levels:
- Overworld (level 0): Blue sky, mountains, clouds, water, standard enemies.
- Underground (level 1 via pipe): Gray caves with moss/cracks on platforms.
- House (level 2 via door): Pink sky.
- Space (level 3 via portal): Dark starry sky.
- Rainbow World (level 4 via rainbow portal): Vibrant pink/cyan gradient sky, rainbow platforms, exclusive enemies like demonic unicorns and coin-vomiting leprechauns.
- Enemy Spawning: Reduced spawn rate (0.15 probability on flat terrain), increased min spacing (200 units base), procedural type selection with weights scaling by progress. Flying enemies spawn higher. Mutation system overhauled for size/speed variation, with dimension-specific enemies (e.g., unicorns/leprechauns only in Rainbow World).
- Fixes: Enemies no longer fall through ground (edge detection for ground types, y-clamping to groundY). Pipes no longer too tall to jump over. Inventory persists on dimension change but resets on full game over.
Enemies and Combat
- New Enemies:
- UFO Cat (etype 7): Flies erratically, uses tractor beam to pull player (5-second grip, low activation chance). Stronger against melee (double durability damage), killed only by laser gun.
- Demonic Unicorn (etype 8, Rainbow World exclusive): Flying, chases vertically slower, white body with red eyes and golden horn.
- Vomiting Leprechaun (etype 9, Rainbow World exclusive): Ground enemy, vomits coin projectiles (yellow ellipses) at player.
- Enemy Behaviors: Ground enemies reverse at edges. Flying enemies bob/sin wave. Burrowing mole-cat pops up/down. Laser cat shoots lasers. Big cookie is slower/larger. Alien teleports. Overhauled mutation for randomized size/speed/appearance.
- Combat: Weapons in inventory (sword, bow, staff, dagger, axe, hammer, spear, mace, laser gun) with rarity (common/rare/epic) and durability (80-120%, depletes on use, destroys at 0%). Melee kills on contact (except UFO). Laser gun shoots player projectiles (interact key, horizontal direction based on movement). Projectiles from enemies (e.g., leprechaun coins) can hit player.
Items and Economy
- Items: Procedurally generated with more names (e.g., sapphire, amethyst for treasures; laser gun for weapons). Rarity affects value. Durability shown in HUD/inventory as percentage (non-weapons have none).
- Store: Unlocks at 50 total cookies, buy extra jump (50 cookies, max 3), speed (50), life (100). Sell items for cookies. Button always shows if unlocked.
- Power-ups: Potions for shrink, speed boost, grow, dash. Cakes for extra life.
Visuals and Audio (Assumed/Placeholders)
- Graphics: Retro pixel look (noSmooth), CRT shader (retro.glsl). Parallax for clouds/mountains. Pre-rendered textures for platforms (moss/cracks in underground, rainbow in new world). Improved enemy sprites (e.g., UFO with cat inside, unicorn body/horn/eyes, leprechaun body/head).
- Particles: Added for cookie/potion/cake pickups, enemy deaths, dashes.
- HUD: Shows cookies, lives, level, inventory with durability, distance, high score, power-ups. Progress bar color toggles with color blind mode.
Bug Fixes and Optimizations
- Fixed negative width/height in platform textures (clamped to min 1).
- Fixed "e" variable errors in code (renamed to "enemy" for clarity).
- Fixed "c1/c2" uninitialized in createSky (declared outside if with defaults).
- Optimized enemy grid/bucketing for nearby checks, reduced spawning to prevent overcrowding.
- Ensured inventory persists on dimension change, cookies per life (total reset only on game over).
Thanks for following the dev journey!
Files
windows-amd64.rar 349 MB
1 day ago
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Cookie Madness
Mario like game -2D- Procedurally Generated levels.
Status | Prototype |
Author | Christoph1996 |
Genre | Platformer |
Tags | 2D, mario, Procedural Generation, Retro, Singleplayer |
Languages | English |
Accessibility | Color-blind friendly |
More posts
- Been testing out some new ideas and more fixes8 hours ago
- List of some issues ill try to fix!1 day ago
- New level! new enemies!1 day ago
- Hotfixes incoming1 day ago
- Change Log for Improved Game Code1 day ago
- Brain storming..1 day ago
- What went wrong, what went right .. .2 days ago
- Graphical Facelift - New Enemies, HIGHSCORES and more to come2 days ago
- Quick fixes2 days ago
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