It's been a little more than one week since Dualism released, and there's already been a good amount of new content added!
Let's keep that train moving!!
WEEK 2!
ART: Another new background! I hope you guys think these new backgrounds are as cool as I think they are.
INFO: First pass on bestiary and/or upgrade information screen - I realize there's a lot of mystery out there and I need to remedy that
BALANCE: Better initial stats. There's been feedback that says the game is a little too difficult and frustrating (maybe even infuriating) for newcomers. I'm going to fiddle with initial stats and maybe even hit boxes to make the initial experience a little bit better.
BALANCE: Collision code tweaking - better physical invuln code that makes more sense
UPGRADE FIX: "Pulls in enemies" will work more like constant gravity wells while the thing exists rather than throwing things around (in sometimes unwanted ways)
ART: Show doors opened on Upgrade Screen
FIX: Prevent slowdown when there's tons of homing, penetration, explosions, lightning, and hit sprites
STORE: A slightly optimized trailer
STORE: Screenshots with more backgrounds, and more cool gifs
MISC: Along with many other small stability / balance things. (I'll always say this)
These are the goals for this week! Detailed update notes to follow.
BONUS GOALS!
I'd really like to fit these into the next update as well. Can't promise them, but I'll try. Likely we won't see them all but hopefully we'll see some of them.
BOSS: Titan Beetle
UPGRADE: Shield
UPGRADE: Dash
UPGRADE: Burst shot
UPGRADE: Option (think Gradius)
UPGRADE: Charge shot (There's a lot of thinking that will have to be done so burst shot and charge shot make sense and are useful)
