Simple Shooter · published
Hello everyone — Egg Code here. This one is mostly about telling you what is about to happen to you: three separate things could hurt you without showing you first, and they all now announce themselves.
Mortar strikes: an incoming shell now keeps its target ring on the ground for the whole time it is in the air, so you can see exactly where it will land — including when the mortar that fired it is off-screen. Before, the ring switched off the instant the shell launched, and for the full second of flight nothing on the ground told you where the blast was going.
Corrupted Minions: a minion about to detonate now marks itself with a hazard ring in the moment before it blows. Keep clear of that ring and the blast cannot reach you — previously nothing on screen showed it coming. (The blast itself is unchanged: same size, same damage, same timing.)
Threat Index: several cards were rating the wrong attack and now rate the one you actually meet — the Sniper's card scores its rifle shot rather than a body bump, the Mortar's scores the burning ground it leaves, and the Ironwall's and Interceptor Prime's score their charge and lunge. The Sniper and Mortar in particular move from the middle of the danger bar to the top. Enemies that cannot move now show an empty movement rating instead of a low one, and an enemy that deals no damage no longer shows a damage rating at all. (No enemy or weapon values changed in this patch — the cards were wrong, not the enemies.)
Accessibility: the low-health and low-energy warnings on the HUD now pulse more slowly, and with Reduced Motion enabled their flashing is cut by half. Corrupted Minions counting down no longer strobe rapidly between their body colour and white; they brighten smoothly instead. (The red flash around the screen edge at low health is unchanged.)
Menu music: the main menu now keeps one piece of music throughout. Opening the high scores no longer swaps it for an older-sounding tune, and backing out no longer drops you onto a silent menu.
Sector transitions: the music no longer cuts off dead when you move to a new sector — the outgoing track fades down and the next one fades in.
The combo readout: it now stays on screen for the whole run rather than appearing only mid-chain, and shows your chain level as a row of pips that light up as you climb rather than a raw kill count.
Arena growth: as the old walls dissolve at a sector transition, a faint boundary now sweeps outward to the arena's new size and settles there before the camera pulls back. (The arena is no bigger than it was — only the way its growth is shown has changed.)
The kill chain runs to eight. Chains used to top out at five levels and a 4x score multiplier. There are now eight, and the top of the chain pays 6x. The three new levels carry their own colours, so the far end of a long chain reads differently from the middle of one.
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— Egg Code · Solid Fill Games