Saturday End-of-Day Summary
Made a heck of a ton of progress today, and my project is really starting to resemble a game. I had way too many doubts in myself when this whole thing was coming up. "I'm still new with Unity! I'll have to look things up and that'll slow me down!"
I'm so glad that when Friday night came I shrugged all that off and started coding like my fingers were on fire, because I'm not even done and I'm happy with how far I've gotten.
I'll be back at it after breakfast, so 6:30-7:00AM EDT, as always on www.twitch.tv/chronosv2
And now some screenshots:

So my first image here is just to give a quick look at the game concept. It's all programmer art right now, and aside from the "SAFE SAFE SAFE SAFE" and "WARN WARN WARN WARN" background textures it looks like something out of an early arcade. I'll see what I can do with the art tomorrow though. Quite tired.
So the way the game works, and how I joined in with "A Small World" is the arena you play in gets increasingly smaller as the timer depletes. The garish magenta things are Support Towers -- keep them safe or your timer will speed up until the yellow value under the timer reaches 0:00.00. And every X:30 a warning appears for what part of the arena will get wiped at the X:00 mark. Stray into the blackness and your health depletes rapidly. Run out of health and you'll respwan in the center after a 5-second cooldown.
Enemies come from spawners which circle the level, and as the timer ticks down their rate increases, making keeping the towers harder the longer the closer the timer is to 0.
You'll be able to acquire a Spread gun, and pick up items that will increase your fire rate from 3.5 shots per second to maybe as many as 8. Not sure about that yet. You'll likely lose some of those boosts if you die. Right now the text in the bottom right "WEAPON TYPE: NORMAL D:1 R:1" is a placeholder. D is for Damage level and R is fire Rate.
I'm thinking any towers remaining when the 5-minute timer expires will give bonus points.
This second screenshot shows two of the enemies -- the Bomber by the top-left tower will wander between the towers, placing its little packages of death by your towers. Seconds later and boom, no more tower (though I'll probably balance that down... OHKOs aren't cool.)
The other enemy, trying to hide under the health bar, is a Collider. It picks out the nearest target, either you or a tower, and homes in on it with the intent to ram it. There's one more enemy type I plan on implementing, but I can't show the Shooter if it doesn't shoot yet!
Anyway, wow this is a wall of text. Sorry about that. And now, some much needed sleep.