After receiving more great player feedback, I have implemented the following upgrades:
QoL Improvements
- There are now sliders to adjust bloom and saturation in the graphics settings! These should help tune the visuals and gameplay for monitors where it may be too intense.
- There is also a new slider to reduce screen shake in the gameplay settings, if you do not enjoy the added effect.
- All ability power-ups get a tool tip, rather than just the first two, to help explain their mechanics and avoid player trial-and-error.
- NOTE: These new tooltips apply to everyone—even if you have progressed far you will still have the them pop for the applicable power-ups. I apologize if this spends a charge poorly, but I had someone on the boards ask how Sword works after having finished the game, so I think best to leave the new tooltips fresh for all.
Boss Rebalance
Without changing score potential, so the leaderboards remain intact, I have made a number of early- and mid-game bosses a little easier:
- 1-B: The aimed clumps fired in the final phase are 15% slower.
- 2-B: The spraying gun in the first phase has 15% less bullet density.
- 3-B: The first phase has slower bullets and less density on the sniping shots. In the final phase, gravity slam is only triggered once you have taken out a limb. The grenades used throughout the fight fire more slowly and with less density.
- 5-B: Both patterns used by the turret limbs in the first phase have less density. The bullet patterns in the final phase fire more slowly and with one fewer bullet.
- 6-B: Both grenades used in the fight fire fewer bullets and in an easier to dodge pattern.
Tweaks and Fixes
- In small ways, this list of levels have had their score goals adjusted to help players progress: Apogee I, Apogee II, Apogee III, Barcode, Binary, Boolean, Citadel, Clash I, Congruence, Convergence, Divergence, Flash, Gridlock, Haywire, Precision I, Quickdraw, Reboot, Rebound, Recompiler, Shockwave, Triangulation, and Trifurcation.
- All settings in the main menu options now loop around correctly when navigating the lists.
- Byte trails are 5% dimmer and blink 2.5% less when close to disappearing.
- Fixed a rare null reference that could happen in world map if you rapidly moved around menus.
Thank you all for playing Cyberpulse!