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Holiday Bullet-Hell Update

What’s new with the bullethell-js project?

Yesterday, I added stage progression to the bullethell, making it an actual game you can win. I am very close to being out of the prototype stage with this project, however, there are still a couple things I need to fix. The most obvious one is the lack of an FPS cap on higher refresh rate monitors, which makes it impossible to play do to the speed because all of the game logic calculations are framerate dependant. Still, I am very happy with how everything is turning out with this project.

Outside of this project

I plan on taking a break from the bullethell to work a little bit more on the platformer. Before that I want to have actual categories for the software on my site and add tabs for them. I am going to make a couple more blog posts before this year ends, so I’ll save the full recap for then, but I just want to say that I am quite hopeful for the future of Cannedonuts and my creative/technical works going into 2025. I’d like to say thanks to the few that take time out of their day to give feedback and play the amateur games I make. That’s all for this post, Thank You.