Splatchinko Demo · published
I'm back with another update for the Splatchinko demo! ːsteamthisːːsteamthumbsupː
Version 0.7.7 brings some significant changes to the game's pacing, clarity, and underlying systems. I’ve been analyzing how turns play out and realized that sometimes, things could slow down a bit too much. So, I took action!
Here is everything new in this update:
REBOUND Character Rework: I have completely changed how the main protagonist, REBOUND, plays! Instead of starting with a mutation tied to "SPLAT" pegs, REBOUND is now fully dedicated to ball splitting as their main ability. This makes the turns incredibly fluid and much more chaotic. Most importantly, it prevents those worst-case scenarios where a ball could get stuck bouncing around for over a minute!
Brand-New Mutation UI: Mutations (abilities) now have a completely revamped interface. The new UI is much clearer and more explanatory, making it easier to understand exactly what your build is doing.
Ability Inheritance Rework: I did a deep dive into how balls inherit abilities and completely reworked the system to make it much more solid. This is especially noticeable (and stable) with balls and abilities that trigger splits.
Player Damage Visualization: When an enemy hits you, it’s now much more obvious. The amount of damage you take is now visually displayed directly on the player character, rather than just updating the health bar at the top of the screen.
Peg Numbers Fix: Fixed a rendering issue with the floating numbers that pop up from pegs. They will no longer hide underneath inactive pegs!
Quantum Loop Fix: Addressed and fixed bugs related to the "Quantum Loop" ability so it triggers exactly as intended.
Thank you again for all the support and feedback! Keep letting me know what you think of the new, faster-paced REBOUND on the Steam community hub.
Have fun,
Fabio Taurisano
Solo Dev of Splatchinko