
Hello everyone, Eddie here with another update for Carrot Revenge.
Luck turned out to be too unpredictable—often leading to either overpowered runs or wasted upgrades. To improve balance and consistency, I've removed the luck system entirely.
What this means:
Luck upgrades can no longer be rolled
Luck no longer influences the rarity of upgrade options
Luck no longer affects power-up drop rates
The luck upgrade has been removed from the shop
I’ve given the game’s visuals a polish, especially in the player GUI. These changes should make on-screen information clearer and more intuitive.
Added a new Endless Mode Multiplier Bar that displays the current enemy multiplier, which directly affects enemy max health in endless waves
Improved Carrototem visuals—they no longer scale beyond their base size
When you achieve a NEW high score, your current leaderboard position will now be displayed
Added a notification bar to show important events during your run
Improved Death UI
Selected buttons now appear bigger
This totem acts as an experience magnet, pulling in nearby XP drops and sending them directly to the player. It’s a safer way to collect resources when enemies are thick and survival is key.
The Scale Totem never quite found its place—its 30% size increase could easily be matched by just two global scale upgrades, with the disadvantage of making the player larger and harder to dodge with.
Regular Projectile (Starting Weapon)
Now automatically gains +1 damage per player level. Some players would skip its upgrades since the impact felt minimal. This change should make it more viable, especially in the early game, and open up more build diversity.
Carrot Sword
Sword logic has been improved—it now targets the nearest enemy within a radius around the player, rather than only left and right. This makes it far more effective and easier to use in all directions.
Torpedo
Damage upgrade scaling has been increased.
Increased enemy spawn rate
Improved enemy spawn logic
Shooter enemies now always move into view, meaning they’ll fire fewer projectiles from off-screen
Shooting enemies no longer fire instantly after recovering from a player stun
New Roots: Movement speed reduction lowered from 15% to 5%
Bouncy Weapon no longer scales when upgraded
Thank you as always, stay carroting!
Eddie.