[Patch notes] Release 0.2.7A


Update 0.2.7A

A new build is now available on itch.io!

Originally, the next major update was planned to be 0.3A, but so many improvements and gameplay changes made their way into the project that I decided to release another update first. There won't be a 0.2.6A, instead, we're jumping straight to 0.2.7A.

This update focuses on polishing the gameplay experience, expanding weapon variety, and improving progression.

Changes

  • Reworked several enemy waves to make encounters feel more dynamic.
  • Renamed multiple weapons to better match their identity.
  • Rebalanced the chances of receiving higher rarity upgrades both during level-ups and in the shop.
  • Replaced every upgrade icon with new artwork. Placeholder graphics have been completely removed.
  • Replaced every pickup sprite with new artwork.
  • Changed the rendering settings to provide sharper pixel art, eliminating blurry sprites when scaled.
  • Increased the speed at which experience pickups are collected, reducing downtime at the end of a wave when enemies die outside the arena.
  • Updated the sprites for experience, coins, and the defeated enemy counter.
  • Moved the score display to improve UI readability.
  • Rebalanced the knockback values of many weapons, making knockback a much more useful stat overall.
  • Heat pickups now also increase movement speed and dynamically raise the background music pitch while the effect is active.
  • Added a brand-new indicator arrow sprite that points toward nearby pickups outside the player's view.
  • One enemy has received completely new artwork, replacing its previous placeholder sprite.

Fixes

  • Fixed a bug that caused the shop UI to flicker when its opening animation started.
  • Fixed weapon scaling calculations. Some weapons were unintentionally stronger than intended due to inconsistent scaling values.
  • Fixed an issue where selecting certain additional bonus stats during level-ups could increase the wrong attribute (for example, selecting Shot Speed could sometimes increase Damage).
  • Reworked critical hit calculations. Previously, critical hits were rolled once per attack, causing every projectile from weapons like Scatter to crit at the same time. Critical chance is now calculated individually for every projectile.
  • Fixed the hitboxes of several weapons so they better match their visual sprites.

New Features

Critical Strike Improvements

  • Critical Damage has been added as a new stat.
  • Critical hits now also increase knockback.
  • Crit Rate can now exceed 100%. Any Crit Rate above 100% is automatically converted into additional Critical Damage.

New Weapons

Four new weapons have been added.

Damage over Time

  • Nanobot Swarm – Releases a cloud of nanobots that infect enemies, dealing damage over time.
  • Burning Shrapnel – Fires a projectile that splits into two on impact, chains between enemies, and applies a burning damage-over-time effect.

Both damage-over-time effects can stack with each other.

Melee

  • Laser Whip – Alternates attacks between the left and right side of the player, dealing heavy close-range damage.
  • Melting Lance – Strikes in the direction the player is facing while setting enemies on fire.

Duration Rework

The Duration stat now also increases how long enemies remain affected by burning and nanobot infection.

These are likely the final weapons planned. I still have plenty of ideas for new weapons and mechanics, but I'd rather focus on polishing and balancing the existing content instead of letting the scope grow out of control.

New Upgrades

Three new upgrades have been added:

  • Luck – Increases the chance for enemies to drop experience, coins, and power-ups. It also improves the odds of receiving higher quality upgrades during level-ups and in the shop.
  • Knockback – Increases the force with which your attacks push enemies away.
  • Critical Damage – Increases the damage dealt by critical hits.

Files

Release 0.2.7A.zip 93 MB
57 days ago

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