Syndeo-Complex Soundtrack · published · build 18131202
Hello,
We're not here to sell lily of the valley, so here are the major changes: new enemy behavior (let's say more realistic), new level design for some rooms in the first level (and a new enemy), new locations to visit in the third level, and a new progression mechanic on the surface. Some heavy stuff.
-Overhaul of enemy behavior (increased rotation speed, no longer lock onto the player, no longer shoot while moving but only after reaching a pathnode)
-General revision of pathnodes
-Revision of damage notification effects (reduced shaking and color modification)
-Revision of ammunition crate textures
-PJS01: Minor visual revisions
-PJS01: Room revisions on the third floor with the three enemies (second part)
-PJS01: Major revision of the "Into Syndeo’s City" room
-PJS01: Emphasis on certain colors to better differentiate enemies with the pistogun from those with the rifle
-PJS01: The rocket launcher is now obtained on the fifth floor (second part), the crate in the blue card room now gives a rifle
-PJS01: Overhaul of the fifth floor (second part), addition of a new enemy
-PJS01: Revision of the blue card room (addition of a switch and optimization of enemy placement)
-PJS01: Revision of drones (less damage per projectile but fire in bursts and reduced movement speed)
-PJS02_2: Addition of an extra block on the elevator so the player can hide completely
-PJS02_2: In the area with the aerial camera: reduction of block height, the player no longer needs to double jump to pass
-PJS02_2: In the last room: reduction of the height of the platform where the Architecta is located, the player can no longer be hit while staying behind the "puppets"
-PJS03: Revision of the underground part (level design and enemies)
-PJS03: Enemies in this level are now faster
-PJS03_2: Visual revisions (lighting, assets, decals)
-PJS03_2: Revision of the outdoor level design (new buildings to visit)
-PJS03_2: Addition of an ammunition crate near the Tesla tower
-PJS03_2: New progression mechanic in the outdoor part (combat becomes objectives)
-PJS03_2: Revision of enemy spawn rules
-PJS04: Fix for a bug where the player could pass through the walls in the first dome
News: We are now extremely close to the final versions of the first three levels. More additions are still planned, such as to earn . That's all.
Have fun until then.
Have a nice day,
ddzev