Making Every Second Count
Polygonic Tempest is all about dodging, surviving, and thriving in pure chaos.
Today’s focus was on making the game feel more alive. I’ve added early visual effects like boost trails, slight screen tints during abilities, and tweaks to enemy behavior to keep things intense. Reaper Dash now leaves a ghostly decoy behind, attracting bullets and giving you that split-second edge. Reaper’s Silence adds a dark purple screen filter and muffled sound for a short moment of control in the chaos. It’s starting to feel more like the bullet hell survival I’ve had in my head all along.
The visuals are lightweight for performance, but impactful enough to bring life to the screen. More to come soon. Stay sharp—and keep dodging.
Polygonic Tempest
When chaos rains, only the fastest remain.
Status | In development |
Author | Starbyte Games |
Genre | Action |
Tags | 2D, Pixel Art, Roguelike, Singleplayer, Top-Down |
More posts
- Devlog 03– Strategic Loadouts & Inventory Added!54 days ago
- 🌀 Devlog 02– Chaos, Cards & Consequences56 days ago
- Devlog 01: The New Beginning of Polygonic Tempest59 days ago
- 🚀 Polygonic Tempest – Demo Now Live!68 days ago
- ⚠️📦 Legacy Demo Drop Incoming — The Storm Before the Tempest68 days ago
- Polygonic Tempest - New Demo Push (April 2025)73 days ago
- Polygonic Tempest Devlog — Demo Prep & Secret Surprises76 days ago
- 🎮 Devlog #4 – Character Select Polish + Game Feel Tweaks79 days ago
- 📢 Devlog: The Evolution of Polygonic Tempest80 days ago
- Quiet Day, Still Grinding81 days ago
Leave a comment
Log in with itch.io to leave a comment.