You made it happen! We're now over $500/month, which means that Terminal Phase is happening! HORRAY!
The release should be out in the next week. I've been working at it and pushed my recent changes up to the git repo.
BTW since this game is really bonus content to thank patrons for helping me fund my main work, I figured I should put peoples' names in the credits... but who wants to be in the credits? Maybe not everyone does. So I figured, now's a good time to set up those supporter tiers. I set up three of them, but the only difference between them for now is how high (and how glitzily) you show up in the credits. I'll be sure to get everyone who selects a tier within the next week, but if you somehow miss it don't fret since I'm planning on continuously adding little nice improvements to the game as it goes.
So what's happening with the game? Maybe more descriptions are best made with screenshots. There's the one I put at the top of this post, where you can see a few new kinds of ships. There's some variance in the "<" ships; not all of them fire now. Plus there are "n" ships which try to sneak closer to your ship and "K" ships which aim themselves towards you, lock on, and then dive-bomb.
Additionally, you now have a whole other axis of freedom: you can move left and right in addition to up and down. As you can see I've also added mines, which are currently represented by the "^" character (maybe I'll change that, but it's inspired by the trap symbol in many roguelikes). They take a couple shots to kill. Eventually I might add some that "wake up" and try moving closer to you if you get near.
There's also these "S" fighters, which I call "squigglers". This was a test where I drew out a sequence of them which move in the opposite direction of how they travel, which resulted in this cool collapsing sine-wave effect. I actually hadn't planned it... levels in Terminal Phase are merely plaintext files, so you can make them in your text editor. In this case I sketched out the flight pattern of the S characters before I coded them up but it turned out to be slightly easier from a code-reuse standpoint to have them fly in the opposite direction. I thought to myself, "I wonder what would happen if I tried running that planning sketch as if it were a real level now that I've coded the enemy?" I was surprised and delighted by the collapsing-sine result!
Anyway, I'll finish this up over the next week and then it's back to focus mode on Spritely. But I'll be adding to this game occasionally as a side thing even after the 1.0 release. But expect that release a week from today. I hope you're as excited for it as I am!