Hello everyone,
I've got a great new update cooked up after a whole month of work!
Enter Glass Cannon v1.1. We have:
6 new cannons
A brand new Plus (+) shaped arena
Weapon PIcker instead of Weapon Wheel
The Atom challenge
Reworked difficulties for the Electron and Quark challenges
New revive mechanic
Quality of life improvements
6 New Unlockable Cannons
They introduce interesting twists to the game. Some just have different stats, while others force you to completely change your playstyle and discover new combos. Here are a few of them:
Plus (+) Shaped Arena
Unlocked after you complete the hexagon arena on the electron challenge.
Don't forget, use ctrl/shift/mmb to zoom the camera across the screen!
Weapon Picker
After much testing, I've concluded that a simpler weapon picker is much more fun to play with than the weapon wheel, so here it is (bottom-right corner):
With the weapon picker, you rely much less on RNG to get your weapons and upgrade them reliably. You will see a comeback of the weapon wheel for new unlockable cannons in the next update though, so if you liked the RNG, it will still be available for a select few cannons!
QoL stuff and Balancing
I've been playing the game a lot and finding small improvements in many areas. The Discord has also recommended a LOT of the QoL changes that I've added in this update. Namely, you can now move weapons up and down by clicking the little white triangle buttons in the weapons when you hover them.
You can also see which other mods can be upgraded when hovering over a mod you already have:
Oh also, you now gain a revive after some rounds depending on the challenge level:
This is here because I realized that losing all your progress due to a dumb irreversible mistake was not fun, so now you get to have a do-over once per run (or more times if but I won't say how, haha). Let me know if more revives would be interesting; they let you sort of optimize your shots perfectly to execute killer combos. I'm thinking of adding a cannon that can revive many times, but I'll see if it makes sense based on playtesting and feedback from you.
Feedback & Future
As always, please let me know what you think in the reviews, steam forums or the official Discord channel! I plan to add around 10 more cannons, 2 more maps and 3 more challenge modes to the game, so expect those in the near future!
- Niko
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Changelog
Bugfix: mirror image mod + laser sight mod would sometimes make the laser flicker for multi-pellet weapons (shotgun, crossbow etc)
Bugfix: This time, really fixed the wonky cannon rotation. Sometimes it would snap back and forth when rotating, it is now smooth
Bugfix: The rectangle arena electron challenge should automatically unlock on game launch it didn't in the previous version
Bugfix: LVL 5 crossbow would screw up the tripleshot sometimes
Bugfix: Hitting spike balls with the baseball bat would immediately destroy them instead of knocking them away
Removed per diem from later rounds
Increase default money drop amount from $2 to $3
Added Free Shot Mod
Disc bullets no longer lose bounce when passing through bouncer enemies
Lots of small balancing adjustments to the mods and the shop
The riot shield mod will now heal you when you hit spike balls in addition to blocking the damage. It also applies globally now, so no need to hold the weapon with that mod equipped
Shop upgrade cost decreases by $1 after each round
Shop level upgrades are a bit more expensive
Added revives for different challenge levels
Bugfix: unlock notifications sometimes didn't show up
QOL improvement: Hovering over mod cards in the shop will highlight other mod sockets which can be upgraded or replaced. This used to only show up when you held the mod in hand
Made the laser sight on the baseball bat more accurate (it was off by 5-6 pixels on some weapon sizes). It still won't be exact: because the bat moves you forward as you swing, you'll be able to reach enemies a bit beyond the range
Slow Throw Mod now also increases bullet lifetime
Spike Balls will now pick up drops they collide with, provided they were knocked away by your bullets or you directly
Bugfix: Silencer Mod reduced recoil incorrectly
Silencer Mod now gives extra damage based on how much recoil it removes
Made enemies less bouncy, so knocking them around no longer flings them unpredictably and it is much easier to set up interesting plays
Bayonet Mod now deals damage equal to the currently equipped weapon on collision (x2 and x3 after upgrading and more when stacking)
Decreased amount of knockback from walls which would sometimes cause the player to bounce back too hard when simply rotating the aim
Improved player spawn points - will no longer spawn too close to the edge of the map where you had to finagle your way out of the corner
