Small Update - Bosses, Cards & Balance

GastroNomicon · published · build 26316348

Bosses

- Bosses arrive a bit later so you have time to get ready

- The boss arena stays active until the boss is defeated and the map moves on

- Boss map nodes now complete when you claim the prize, even after reloading

- The boss prize screen now starts one second after you win

- The boss timer is now hidden

- Verdant Nightmare is now saved for the final boss phase

- Removed the "FINAL COURSE" tag from the boss map node

- New story scenes play after the early bosses and show the next character to rescue

Cards & Menus

- Smoother card picking: hover eases in, and the chosen card glides to the centre, then flies into your hand

- Fixed a card "pop" when clicking during the pick animation

- The reroll button no longer goes dark when you can't afford it

- Inventory: unlock buttons and inactive guns are easier to read, and gun locks turn green when you can afford them

- The skip button in story scenes now works reliably

Gameplay & Balance

- Gun damage is evened out: weaker guns like the Carrot Gatling hit harder, and no gun is overpowered

- Enemies get a little tougher as your loadout grows

- Elites can no longer be one-shot (it always takes 3+ hits)

- Fruit/seed pickup reach is doubled

- Enemies turn to face you before aiming lanes and beams

- Beam towers stay locked on to their targets

- Fast enemy projectiles no longer pass through things

Visuals

- Fixed shadow glitches on the floor