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stage 1 should be done now :D it's just about a minute long
i made two (2) more enemy types as well!
lots of work has been done on the backend behind the scenes that just makes everything a little cleaner

for example there's object pooling now, so bullets don't get spawned and deleted a lot,
but they're spawned once and then they get reused when needed

i also made a scoring system! there's a point item now, the blue θ

it stands for θoʞɯтɛv / thokuuten in my conlang, meaning score. i stole the word from japanese like i do


you can collect every item (this includes p items) by going near the top of the screen
they give more points the higher up you collect them
this curve is flattened when collecting every item by going near the top of the screen, as seen on the graph i will attach later on
basically this means you get more points by doing that and items being far down matters less

also items go towards you now when you collect them, instead of just disappearing :D

yes i keep track of where the items are when you collect them, and use that for the calculations


full playthrough of stage 1


i am aware of the player bullets flickering
i am aware that loading a scene from anywhere but the editor will cause lag so strong to be unplayable
i do not have the slightest clue as to how to fix either of these, or what's causing them to happen
i DO empty the bullet pools before creating new ones



x axis - item's vertical position (two vertical lines mark the top and bottom of the screen)
y axis - points
black line - item collected normally
red line - item collected with collect line