Localization + Big Features Update!

major update

BoomScroll · published

Hey gang! Gearing up for the Steam Next Fest in a few days, I've made a big update to the Demo!Based on your Feedback in the Discord server, and through the form linked in game, I've implemented quite a number of improvements, new mechanics, and balance changes.

The main feature is that the game is now Localized in 10 languages: English, Italian, Spanish, French, German, Polish, Russian, Chinese, Japanese, and Ancient Akkadian (just in case, who knows)And here's a list of the other important changes...

New features

  • Unlock popups! When you complete a quest or purchase an item, the sprite of the item pops onto the full screen to give more gravity to getting something new.

  • Added a tiny Health Bar under the player for easy viewing of your current health, it appears after getting hit or after healing

  • Bosses & Elite enemies now BREAK props they collide with, making the stage feel like a warzone and fixing the issues with them getting stuck

  • Some players were (understandably) of the idea that they were supposed to make the slot machine brake at the right times to get good rarity on their upgrades, while it was actually entirely based on the Luck stat. I changed the slot machine so it stops slots automatically, and you have the option to press a button to accelerate the animation, maintaining the optional faster speed, while removing any doubts as to how it works

  • Weapons now have a lock icon indicating that they can't be sacrificed for distillation, and a colored bar behind the weapon icon indicating how many weapons it absorbed. Since for now each weapon can only absorb one other weapon, it's gonna fill on the first one, but I plan to add an upgrade to increase the number of weapons each one can eat

  • Most stats now use % to indicate how much it changes from the default value you start with. Knockback now uses meters. Cooldown and Duration use % instead of seconds, since using a flat time unit would mean each level would go up by really large values, or possibly go into the negatives with cooldown reduction, which wouldn't be good.

  • Added "rushing" for enemies entering the screen. They enter from the top a little quicker, so if you're insanely strong you actually have a change to see them before they get evaporated.

  • Bosses now take damage when you hit mobs! Many players were lamenting that with many enemies on screen, bosses were impossible to hit, especially with melee weapons. Now damaging a mob, also damages the boss for 1/5 the amount, making killing the boss by just managing the horde a completely viable, although slower, strategy!

  • Added per-character customization profiles to the Jar Customization menu! You can now copy and paste colors between characters, too!

  • New enemy in the forest! Slimes! They replace the scuba goblins that were meant to go in the future water level

  • The forest has rain! The second stage of the forest, after the first boss, and during the slimes & Frogwarg fights, now has rain and cloud cover instead of being all sunshine and rainbows

Fixes

  • Character starting weapons can no longer be distilled away! This was supposed to be the case but apparently slipped through in development. Now characters should have a much stronger identity tied to having their default weapon locked.

  • The Jar weapon was accumulating damage infinitely using puddles, now multiple overlapping puddles only damage one enemy as if one was there, like it was originally intended.

  • Made mobs disable collisions with props at higher speeds, fixing their issue with getting stuck in props and rapidly going to the bottom of the screen

  • Fixed buttons moving focus weirdly in the unlocks menu when using keyboard or controller

  • Fixed distill menu buttons staying disabled if the button to switch modes is pressed too quickly

  • Fixed fireball targeting the same enemy with each volley of shots. Now they are spread across a list of closest enemies in range like intended

  • Fixed saturation being set to 0 on the jar liquid if brightness was set to 0

  • Made unlocks menu show the info for the first item of the focused category, so it doesn't show a placeholder info anymore

Balancing

  • Made Dragon Breath, Surf Board, and Aura Jacket area larger by default and grow faster with level-ups

  • All mobs have lower contact damage, since it was accumulating way too quickly

  • Stick weapon now has a new, separate and unique "Bounces" stat

  • Stick weapon projectiles made much bigger visually so they are more visible

  • Tweaked card stat increases

  • Made the player a bit faster by default

  • Slightly lowered Frogwarg attack speed

  • Lowered elite health from 15x the normal value to 12x

  • Slightly lower difficulty in the Forest in general

There's honestly many more fixes and tweaks, but not all of them are worth making the post 10000 words long, these are the main ones!I hope you enjoy the Demo, and keep the feedback coming on Discord! :D