DAY 26
Today I cut out some of the code relating to the difficulty curve threshold stuff because it sucked and was really messy, gonna redo it later. I ALSO realized the stun mechanic could be more interesting so I added an additional knockback effect when you shoot an enemy, so now they'll get knocked back a bit and get stunned for 1 second (like before). Right now this is extremely overpowered since you can just quickly click LMB for minimal shot cooldown while whittling down enemies' HP and keeping them away from you super easily. At its core though it does feel pretty fun and I think it gives the railgun more of an impactful feeling; you're shooting a huge laser gun so it makes sense for it to blow enemies away somehow. It also lets you actively reduce enemies' progress towards your position by pushing them away, rather than simply delaying them for a bit like a stun would do, which gives you a bit more control over which enemies can reach you and when. This whole system could also be given additional depth with something like a "stun/knockback charge" meter, where *in between* shots a separate stun/knockback meter fills, and empties completely once you shoot, putting more force into the knockback / more time on the stun based on how full the meter was before you took the shot. I think this could help solve the balance issue I mentioned where you can just spam LMB, and it could just be more fun to use that way. Anyway this game probably isn't getting done by the end of the month but I'm looking forward to building on these systems in the future.