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Demo v2.4 - Unlucky

Hello everyone, Eddie here with another update for Carrot Revenge.

MAJOR CHANGES

LUCK SYSTEM

Luck turned out to be too unpredictable—often leading to either overpowered runs or wasted upgrades. To improve balance and consistency, I've removed the luck system entirely.

What this means:

  • Luck upgrades can no longer be rolled

  • Luck no longer influences the rarity of upgrade options

  • Luck no longer affects power-up drop rates

  • The luck upgrade has been removed from the shop

VISUAL IMPROVEMENTS

I’ve given the game’s visuals a polish, especially in the player GUI. These changes should make on-screen information clearer and more intuitive.

  • Added a new Endless Mode Multiplier Bar that displays the current enemy multiplier, which directly affects enemy max health in endless waves

  • Improved Carrototem visuals—they no longer scale beyond their base size

  • When you achieve a NEW high score, your current leaderboard position will now be displayed

  • Added a notification bar to show important events during your run

  • Improved Death UI

  • Selected buttons now appear bigger

WEAPON CHANGES - CARROTOTEMS

New Carrototem: Magnet Totem

This totem acts as an experience magnet, pulling in nearby XP drops and sending them directly to the player. It’s a safer way to collect resources when enemies are thick and survival is key.

Removed: Scale Totem (Big Totem)

The Scale Totem never quite found its place—its 30% size increase could easily be matched by just two global scale upgrades, with the disadvantage of making the player larger and harder to dodge with.

WEAPON CHANGES – REGULAR WEAPONS

Regular Projectile (Starting Weapon)

Now automatically gains +1 damage per player level. Some players would skip its upgrades since the impact felt minimal. This change should make it more viable, especially in the early game, and open up more build diversity.

Carrot Sword
Sword logic has been improved—it now targets the nearest enemy within a radius around the player, rather than only left and right. This makes it far more effective and easier to use in all directions.

Torpedo
Damage upgrade scaling has been increased.

ENEMY CHANGES

  • Increased enemy spawn rate

  • Improved enemy spawn logic

  • Shooter enemies now always move into view, meaning they’ll fire fewer projectiles from off-screen

  • Shooting enemies no longer fire instantly after recovering from a player stun

PERK CHANGES

  • New Roots: Movement speed reduction lowered from 15% to 5%

BUG FIXES

Bouncy Weapon no longer scales when upgraded

Thank you as always, stay carroting!

Eddie.