
First off, we must say a huge THANK YOU to you for playing our game. Cory and I are blown away by how many of you have played our new game Orb Breaker!
If you haven't already please leave us a Steam review, it really helps indie devs like us a lot!
Yesterday we were prioritizing fixing any bugs, crashes, and reading all your feedback. So this morning (after a bit of sleep and a coffee) we've decided to take our first past at adjusting the balance. This patch is aimed at smoothing out the progression curve with more rewards quests, changes to the boss upgrades, and a few system changes (read the full notes below).
Please let us know if you still feel any pain points, while Orb Breaker is inherently a skill based game we also want to make sure you are properly challenged.
As always thank you for playing our game (or games if you've played our other games) making video games is truly a dream come true for both Cory and myself and we can't thank you enough for playing our game.
Cheers,
Andy (Aarimous)
Upgrades the next tier of upgrades are no longer unlocked by beating level bosses. We made this change for Normal and Hardcore modes.
Expert mode will still have the upgrades locked behind boss kills to keep the challenge
Adjusted the boss upgrades to make them feel more impactful, in some cases this was adjusting the values, or adding in some new nodes, and removing others.
Added descriptions to the power up unlock nodes to explain what they do
Level 3 boss is a bit easier to spawn, has a less health, and we’ve adjusted the enemy spawning logic to have less total enemies at once
Increased the quest reward for beating the bosses in levels 1,2,3,4 to make the early game a bit less of a slog and to reward you for beating the hard bosses with some $$$
Adding in more quests for level 5, 6 to smooth out the mid game progression
Added polish to various gameplay elements
Fixed some bugs based on player reports
Cuddled with my cat Karl and celebrated the launch with a pizza!