Devlog #5 โ€” Consumable Shield, New Bomb Types, Boss Sleep & 2 New Levels


Hey everyone! A lot shipped this round:

**๐Ÿ›ก๏ธ Consumable Shield**

A new shield system with charge-based consumables. Pop a shield charge to 

block incoming damage. Visual cue (PlayerConsumableShieldCue) shows remaining 

charges around your character.

**๐Ÿ’ฃ New Bomb Types & Consumable Charges**

Expanded the bomb roster with new types, now tied into a consumable charge 

system. More options, more decisions per run.

**๐Ÿ”ฅ 2 New Levels**

- Level 021 — The Ember Crucible: post-boss challenge stage

- Level 022 — Scorched Sanctum: post-challenge follow-up

Both are designed as late-game gauntlets after boss encounters.

**๐Ÿ‘‘ Boss Sleep Mechanics**

Bosses now have a sleep state with HUD integration. Wake them at the wrong 

moment and things escalate fast.

**๐Ÿ”ฅ Flames Block Movement**

Fire tiles now physically stop both player and enemy movement. Walking into 

flames isn't just damage anymore — it's a wall.

**๐Ÿ”ง Under the Hood**

- BoardHazardRuntime introduced to own all hazard logic cleanly

- Status cue management consolidated

- Wall forced-snap logic added and tested

- Overlay mode refactored across multiple screens

- Bomb kick cooldown management added

- Enemy danger map logic improved

As always, feedback welcome — drop it in the comments!

Files

BlastFuse1.0.0.zip 49 MB
Jun 29, 2026

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