Massive Demo Update! v0.04.001
Hi all! I have been quietly working on my game last half year.
Overall the final game starting to take shape.
With all the new stuff and visual updates, it is time for a very big demo update. Soon ill post more news regarding the path to release. Enjoy.
Main Changes
- Level design has had a major overhaul
- Redesigned the unlock system (progress has been reset)
- New boss designs
- Added perks to the game
Visual and Level Design
- Procedural levels
- Introduced level-specific biomes
- Added elevators as portals to new levels
- Increased light intensity
- Added gas containers that fly around when hit and explode
- Added exploding poison and oil drums
- Added exploding boxes
- Added lots of new hit sounds
- Updated boss enemy visuals
- Added loading screen
- Updated electric boom light visuals
- Added option to hide kill values
- Added two new color schemes
- Set antialiasing to 0 and removed the AA option from the menu
- Improved explosion lighting effects (faster expansion, slower retraction)
- Added computer foreground visuals to terminals
- Moved objective text below the HP bar
- Added hover flash effect to more cards
- Player now flashes red when hit
- Improved difficulty card visuals
- Changed difficulty text in inventory to icons
- Added text overlay indicating when a boss is active
- Set Pendulum as the first level track
Gameplay
- Updated the ammo available in the demo
- Removed: Lasersweep, Laser
- Added: Electric Field, Electric Beam
- Added lots of new real boss guns (biome-specific)
- Rebalanced projectile damage
- Reduced knockback
- Improved shielded enemy shields
- Added a short reroll button lockout in the lab to prevent double rerolls
- Removed homing sound effects
- Added running exploding enemies
- Added random trigger events to glitch cards
- Added Flexmod sticker events to tool cards
- Added glitch cards to the Lab/Shop card pool
- Removed Bounce on Everything from appearing on shop cards in the demo (can still appear as a native modifier)
- Removed duplicate card from tool cards
- Made hits with the Weak modifier properly stun enemies
- Increased self-damage reduction factor from 0.25 to 0.4
- Disabled Nail to Wall modifier on Floating Area ammo
- Returned the Remove Mod tool event; you can now delete two mods if desired
- Updated Combine cards; they now affect the size of all ammo types except projectiles, lasers, and thunder
- Added modifiers: Bigger, Smaller, and Reduce Spread
- Super Homing now retargets a new enemy if the original target dies
- Torch, Fire Extinguisher, and Circular Saw now bounce around better when fired from guns or triggers
Progression
- Added in-game unlock screen
- Added unlock conditions for difficulty modifiers
- Added unlock progression structure for ammunition
Bug Fixes
- Fixed shop softlock during the tutorial
- Fixed explosions sometimes appearing visually larger or smaller than intended
- Updated cash documentation
- Fixed taskbar icon not appearing
- Fixed broken shot UI with native mods
- Fixed bullets with Trigger on Proximity shooting through walls at close range
- Fixed bug in level earnings
- Fixed fire rate calculations (all gun fire delays increased by 16 ms; net result unchanged)
- Fixed enemy light overlay issues
- Fixed bug in cash log
- Fixed enemy HP bar bug
- Fixed bug causing aim to randomly go berserk
- Fixed crash involving electrocuted enemies
- Dash can no longer hit enemies through walls
- Fixed shop not updating when continuing a run after exiting between level end and shop start
- Fixed enemy red flash visual issue
- Fixed bugs with the music widget
- Fixed scaling issues with the Fire Extinguisher and Torch