Devlog #10 - Entered the polish phase
◎ Level start animation
We've added a little animation to the start of the level to get a nice transition going into the game and match up a bit more with our story of the boomfruit falling from the elderbloom tree.
◎ Scene transition fade
As you can also see in the previous gif there now also is a fade in/out effect when transitioning between scenes to make it feel a bit more seamless and hide the game's loading stutters.
◎ Red bomb timer text when in speed up zone
As the title here would suggest the bomb's timer text now gets the same color as the speed up zone when it is in it and the speed up is activated.
◎ Rounded off the gate colliders
We've replaced the mesh collider of the gate with a capsule collider to round off the collisions so the bomb gets stuck in the corner less easily, making it a more dynamic and fun experience. This mostly eliminates the strategy where you could just push the bomb in the corner between the gate and the wall and keep it trapped there.
◎ Changed collision from the bumpers
We adjusted the collision behavior on the bumpers to make bounces feel more intentional and reduce chaotic or unfair interactions, resulting in a smoother gameplay experience.
◎ Score now scales based on player amount
Scoring logic has been updated to take into account the number of active players, helping to maintain balance and fairness in matches with varying player counts.

◎Updated new character models
We’ve swapped in the latest character models to better match our visual style and bring more personality to the characters on screen.
◎Changed bomb faces to new ones
Bombs now feature refreshed facial expressions, giving them a more polished and expressive look that fits the tone of the game.
◎Added juice effect on bomb hit
New visual and audio feedback has been added when the bomb is hit, making each interaction feel punchier and more rewarding.
◎ Joing game scene updates
-
Camera & Tile Alignment • The entire viewport has been re-centered so that both the camera and the underlying grid of player-tiles sit dead-center on screen.
-
Dynamic Tile Highlighting • The tiles underneath the selected player now take the color of the team that player is in.
-
Text Transparency Fixes • Any labels or instructions that were previously rendering with unwanted transparency (making them hard to read against busy backgrounds) have been corrected.
-
“Player Ready” Glow Effect • When a joining player clicks “Ready,” their tile now emits a soft pulsing glow, providing clear visual confirmation that they’re queued up and waiting.
With these tweaks in place, the Join Game scene now offers sharper visual cues, stronger readability, and a more cohesive, centered layout—so players can join smoothly and know instantly when everyone’s ready to go.
◎Pause screen changes
Pressing Pause now brings up a clear overlay showing all your keybindings and button mappings—so you’ll never have to guess a control again.
◎Audio updates
We’ve now fully calibrated all of our audio tracks so that every clip sits at a consistent level—no more jarring jumps from whisper-quiet passages to ear-splitting peaks. By applying level normalization and gentle compression across the board:
-
Uniform Loudness: Every segment now plays back at roughly the same perceived volume, so listeners won’t need to fumble for their volume controls.
-
Elimination of Extremes: We’ve removed any excessively loud peaks that used to startle the ear, and we’ve brought up the floor on the softest passages so that previously inaudible details are now crystal-clear.
The result is a much more polished, professional sound: comfortable to listen to over long periods, free of distracting level inconsistencies, and optimized to let every nuance come through exactly as intended.
◎ FX + Mesh updates
In the video shown below, is the juice droplet FX in action, this pops up when the bombfruit is hit.
The banner mesh needed a makeover, this new mesh allows for easy rotation with each side having a different insignia depending on the beetle chosen. With the flag always facing the camera, having the 2 different designs in one texture map is more optimised.
This new mesh wasn't able to implemented inside the game yet sadly, so look forward to next week's updates to see this mesh in all it's glory.
Files
Get Beetlefield Blast
Beetlefield Blast
A fast-paced party game, where beetles fight against each other with an explosive fruit!
Status | Released |
Authors | Nuffuru, qddae, yoshi_joshi, Kelvin de Jong, HaoArts, UlrikaFurudo |
Genre | Action, Fighting, Survival |
Tags | Multiplayer, Unity |
More posts
- Devlog #11 - Release Day?!?3 days ago
- Devlog #9 - The last new features16 days ago
- Devlog #8 - Pieces falling into place23 days ago
- Devlog #7 - Beginning the second sprint30 days ago
- Devlog #6 - Finishing up sprint 137 days ago
- Devlog #5 - Making our way through sprint 165 days ago
- Devlog #4 - The Start of Production72 days ago
- Devlog #3 – Playable Demo!79 days ago
- Devlog #2 – True Beginnings! (Research)86 days ago
Leave a comment
Log in with itch.io to leave a comment.