After much testing, the new patch is live! There are several significant changes in this one. Since our last build on the 24th, we’ve added in a major new feature, the mobile gun platform (we’re working on a better name for that, promise), that we’re hoping to make a core part of gameplay moving forward.
There are a lot of features we’re looking forward to introducing a little farther down the road – Convoy mode which we've introduced before, as well as Lieutenant mode, a FPS centric style where the turrets place themselves; all you have to worry about is shooting down the bad guys. But for the next few weeks, we’ll be working exclusively on tutorials and getting the beginning of the game polished at last.
Now, what we need most is just feedback, feedback, and more feedback. Fill the forums, message us on twitter, whatever you like - Just let us know what you think, good and bad. With the master keys and gun transitioning, we’re feeling that the core of the game is finally pretty solid, and are going to start moving forward and getting more eyes on the game. We’ll be reaching out to streamers and eventually everyone we can. Though we’re just a team of two, we’re working to keep updates as consistent as possible. Hope you enjoy this latest update, let us know! (And if you do, leaving us a review would be very appreciated. :))
We also made a playlist of feature videos, going over the mechanics not currently explained in game. The mobile gun platform one is already a bit outdated, with it now activating with spacebar instead of right click. Been moving fast lately :)
Okay, spiel is over, patch notes below.
Mobile gun platform has been implemented, now activated by spacebar. While in FP mode, hold down spacebar. Once you’ve selected your chosen turret, (which will glow green), let go of spacebar to start transitioning. It costs a small amount of energy to travel, and can be cancelled at any time by right clicking. If you activate without a turret selected, you’ll be thrust forward a short distance before returning to your original position. This is great for booping low-health enemies, especially towards the end of levels. It’s likely a little too powerful right now, but it’s currently unlocked and available at all levels to get a better feel for it, and to see what you all think.
Also some significant changes to game economy – Sam’s turret has increased slightly in price, and the income gained per assault has been decreased. Previously you were able to build far too many towers too early ingame, making the middle assaults a little slow. This should fix that issue, and also make strategy a bit more important when placing turrets :)
Fixed introductory video quality
Creeponium has been reenabled
Adjustments to shotgun, and fix for burst fire on Jackal
And plenty of fixes/optimizations per the norm.