Thank you everyone for helping with developing the game, all friends and family that tried out the game. This is my first ever commercial game so I am not really that proud of it, I constantly want to change and improve it, but I must move on a start new projects because it's the
Thank you everyone for helping with developing the game, all friends and family that tried out the game.
This is my first ever commercial game so I am not really that proud of it, I constantly want to change and improve it, but I must move on a start new projects because it's the right thing to do.
Weapons Every projectile that has no gravity, now move more efficiently, allowing for more projectiles at a time. Every weapon has two firing modes with different ammo costs. (Secondary always costs more) All weapons are auto fire, which means you can hold in the firing button to
Weapons
Every projectile that has no gravity, now move more efficiently, allowing for more projectiles at a time. Every weapon has two firing modes with different ammo costs. (Secondary always costs more) All weapons are auto fire, which means you can hold in the firing button to fire.
The following weapons have changed (Basically all of them):
Axe is now always equipped and can be swung by either pressing mouse 4 or V, no longer deflects projectiles (planned to be added in again at a later date). damage is equal to half of combo + 30
Pistol now has ammo and two firing modes. new name Glockstol
Primary: a three round burst that deals massive damage.
Secondary: fires a piercing bullet that bounces on walls.
SMG new name: Not an UZI
Primary: insane spray fire
Secondary: gun becomes sentient and aims for you, shooting piercing bullets.
Shotgun new name: Blundergun
Primary: Fast auto shotgun
Secondary: Insane blunderbuss fire that kicks you back.
Grenades new name: Rebound launcher
Primary: rapidly fires bouncing grenades that explode four times on impact.
Secondary:
Rockets new name: DBRL
Primary: Fast fires heat seeking rockets, that try their best to avoid walls.
Secondary: Fires a big boom that explodes in a wide area.
Mines new name: Spike launcher
Primary: Fast fire spike mines that stick to ground and jump towards nearby enemies to explode
Secondary: fires a big spike that explodes 10 times.
Railgun new name: Splittergun
Primary: Shoots a bullet that bounces and splits on impact with enemies.
Secondary: Shoot a huge bullet that destroys everything in its path.
*Added tooltips for all weapons on the weapon select screen
*Added animations and effects for all weapons
*Bullet decals now appear where bullets have landed.
Powerups:
Power ups now drop from enemies they give random buffs once touched. some are better than others, while others are good early in the game and others are better late game. chance of power up drops decrease with each wave.
fixes
Fixed enemy detection.
Fixed how explosion damage is calculated
fixed Hit-scan projectile travel
This update fixed a lot of bugs and introduced many more I don't really remember them all and can't be bothered so I quote the secret rite:
"Other improvements and bug fixes"
I have another patch planned for late summer or autumn, where I'll try to rework and revamp the enemies and make them and the maps more interesting.
Hi, early access reveal didn't really go as planned, the only thing I wanted from the release was more feedback so I could structure the rest of the development and plan for the future, but I didn't get enough feedback from players. I did get one from a friend that the game simpl
Hi, early access reveal didn't really go as planned, the only thing I wanted from the release was more feedback so I could structure the rest of the development and plan for the future, but I didn't get enough feedback from players.
I did get one from a friend that the game simply didn't play and look satisfying enough. And a game that is centered around killing in a satisfying way, I took the feedback to heart and have now decided what to work on for April and May.
Additions Post effects Anti aliasing settings Bloom intensity settings HDR setting Vsync setting Smart Devils (orange-ish) now only path to nearby wizard nodes Added confirmation pop-up when leaving game while alive enemy size variance (temporarily replaces limb cutting which is
Additions
Post effects
Anti aliasing settings
Bloom intensity settings
HDR setting
Vsync setting
Smart Devils (orange-ish) now only path to nearby wizard nodes
Added confirmation pop-up when leaving game while alive
enemy size variance (temporarily replaces limb cutting which is now on by default)
Fixes
Pickup lights no longer cast shadows, significantly improving performance
Steam tags: removed "Action roguelike" and "Roguelike" tags, since the game isn't a roguelike
Decreased damage on shotgun, increased spread
Increased damage and explosive force of mines
In progress
Options for smart devils (turning off will result in less score)
Build version 0.32 Added New game settings. added top 10 player's usernames to appear on the wizard Fixes Explosives were doing full damage on all targets hit Shotgun can now shoot dead Ghouls The game is about to be released. If anyone has any issues with the build, please post
Build version 0.32
Added
New game settings.
added top 10 player's usernames to appear on the wizard
Fixes
Explosives were doing full damage on all targets hit
Shotgun can now shoot dead Ghouls
The game is about to be released. If anyone has any issues with the build, please post on the community hub and we'll sort things out.
Thanks to all the beta testers for testing and future thanks to all future players.
I'm just making this short post to notify you that there are features on the way and I plan to update the game rather frequently in the first three months. For the first two weeks I'm going to focus on working on things the beta testers have requested. After that all the features
I'm just making this short post to notify you that there are features on the way and I plan to update the game rather frequently in the first three months. For the first two weeks I'm going to focus on working on things the beta testers have requested. After that all the features from new players will get reviewed and added.
NEW Features: gain armor from pickup, if health is full Weapon UI, shows level and ammo for all equipped weapons. *click* sound on weapon empty. No longer pick up ammo when weapon is full. Max speed on enemies. Wizard telports periodically. Wizard is no longer counted in the wave
NEW Features:
gain armor from pickup, if health is full
Weapon UI, shows level and ammo for all equipped weapons.
*click* sound on weapon empty.
No longer pick up ammo when weapon is full.
Max speed on enemies.
Wizard telports periodically.
Wizard is no longer counted in the wave and will remain until killed.
primed grenades are now white and can be seen through objects.
More detailed leaderboards, now also shows: combo, wave, kills and time
Fixes:
Enemy melee attacks weren't scaling correctly.
enemy ranged attacks weren't scaling correctly.
Navigation on "Hold out" wasn't working correctly.
No longer pick up ammo when its full.
Leaderboard wipe
the leaderboards have changed and the game is way harder now so I'm forced to wipe the leaderboards ¯\_(ツ)_/¯
This is most likely the last content and fix patch before release, where we hopefully get feedback from new players and they beat our leaderboard scores. I want to thank everyone that has played and help test so far :)
Test this build and give feedback on balance The following issues are known: *Game crashes when many enemies die at once *Animations are not working correctly *Sound on weapons becomes glitched or turns off. *enemies get stuck in walls *rag-dolls disappear Please and thank
Test this build and give feedback on balance
The following issues are known:
*Game crashes when many enemies die at once *Animations are not working correctly *Sound on weapons becomes glitched or turns off. *enemies get stuck in walls *rag-dolls disappear