First of all : You guys are amazing. Thank you for trying out this weirdo nonsense game and for your amazing feedback, suggestions, and compliments. Being a solo dev is a ton of work, so hearing nice words, seeing cool reviews, it means a ton.
This is a smaller update aimed at some of the more pressing issues and annoyances - there's still lots to be done, but this should make things a little smoother. I started the day unsure of how much I'd be able to finish, but I think it's a pretty solid little update for now.
Stay tuned for a much bigger Community-Feedback Update - you can see some of the features coming down the pipe in the Shop! More details on that to come.
For now here's the mostly complete list of fixes and changes:
- Level costs are higher, but so too are the rewards for completing a level.
- Cosmetic costs are now lower, each wearable piece of gear is now 50JP flat.
- The level select screen is now a little easier to understand what is currently selected, with an error sound indicating if an option is not available or the requirements haven't been met yet.
- Autosave! Whether your survive or die, the game will save your progress, unlocks and points. Just make sure to use the Continue button next time you load the game :P
- Gameover screen now waits a little before allowing you to move on - I didn't realize how button mash-y the game might be, and a lot of players were dying and immediately being skipped through the game-over screen. Fixed!
- The shop now provides a preview of the cosmetics as well as the price (or if it's already owned), hopefully easing some confusion and accidental unlocks!
- Endless Mode waves now end early if the player manages to kill every enemy in a wave. Once again, not something I anticipated happening, but some of you folks are absolute beasts. This should allow for more aggressive players to get real deep into the waves at a much quicker pace. Good luck!
- Endless Mode respawns Junk Points on every setup phase, but they frequently bounced in and out of existence, kind of funny, super annoying. I believe I've sorted this now. Let me know if you get cheated out of any tasty junk still.
- Health and Energy now have some backing to help visualize just how low you are on these resources. Small tweak, bigggg difference.
- Controls can be viewed in the Options Menu - I'm waiting until I get some money together to purchase Rewired, which from what I've found, is the only sane way to get rebinding controls to work with Unity. I don't get it, but it seems thats the only sensible option. For now you can still re-bind at load. Sorry!
- Doors now respond much better to Energy and Explosive blasts. You've been warned.
- Energy Balls now have a maximum size. No more nukes :P
- Player Cosmetics will now flash when the player takes damage, small thing I'd overlooked. Much easier to visualize when you're getting chewed on now.
Players were sometimes experiencing pretty bad hit-detection. I believe I've narrowed down the issues, and while this won't be a 100% fix, it should help in about 95% of instances. A more robust attack-detection system is already in the works, but there's only so much I can manage in a day :P Here's the notes on that:
- Re-enabled V-Sync : I initially had some suspicion about frame-timing being the culprit with players attacks not always registering, but I think I've found the real issue, so this is back on. Smooth!
- Player direction will temporarily lock when attacking. I noticed some issues with hits not being detected, and I've narrowed it down to the fact that depending on which way you're facing or moving, your attack range changes. Rapidly switching directions can have some undesired effects, so I've locked it in place - my early testing makes this feel a lot better, but as always, would love your feedback.
Okay that's a ton of word-nonsense, so I'll leave it there for now. I'm looking forward to hearing any additional feedback, and I'm stoked for the next Community Update - lots of cool ideas coming your way, and largely by you!
Follow for frequent updates on Twitter, and consider joining the Discord! It's ultra quiet right now, but it's a great way to get feedback to me super quickly, as well as some early announcements. Cheers!
Twitter: @GutsPuke
Discord: https://discord.gg/TGaj29
Facebook: facebook.com/RFYLgame
