{"author_name":"Sparky","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[],"epoch":1283147340,"likes":0,"metadata":{"p_key":"69224","p_author":"Sparky","p_authorkey":"759","p_urlkey":"105027","p_title":"Walls!","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1283147340","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"759","us_name":"Sparky","us_username":"sparky","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p><img class=\"alignnone\" src=\"http:\/\/img841.imageshack.us\/img841\/282\/ss20100830004713.png\" alt=\"\" width=\"528\" height=\"318\" \/><\/p>\n <p>Hello folks. I&#8217;ve been tinkering with my entry for a while now, and I&#8217;m ready to release a second post-competition version. This is a much more substantial release than the previous, and contains a number of changes which greatly alter the way it plays. The flow between offense and defense still isn&#8217;t quite the way I want it  to be, so I&#8217;ll continue development for at least a few more days. Feedback would be very much appreciated.<\/p>\n <p>Current version: <a href=\"http:\/\/vacuumflowers.com\/temp\/bubble_tag_current\">http:\/\/vacuumflowers.com\/temp\/bubble_tag_current<\/a><\/p>\n <p>Changes include:<\/p>\n <ul>\n <li>Defensive walls<\/li>\n <li>Boulders which supply resources (for repairing walls)<\/li>\n <li>Bubbles now act as shields<\/li>\n <li>Bubble size reflects current health- this acts as a HUD-less indicator of health. It also means that the more health we have, the easier we are to hit.<\/li>\n <li>Part count is now capped- destroy the core of a larger enemy base to upgrade<\/li>\n <li>Lots of tuning<\/li>\n <\/ul>\n <p>I would also like to thank HybridMind, who helped test and had some good suggestions.<\/p>","time":"August 30th, 2010 12:49 am","title":"Walls!"}