I decided for various reasons to skip on the polish the game would have needed to be perfect. It is still a reasonable experience to be made, especially at this price ! Enjoy :)
Update 1.20 -> 1.21
New Feature:
Leveling up gives you access to random rewards with different tier of rarity.
Gameplay:
Leveling up no longer give health or mana back
Challenge room now have a 50% chance to give gold instead of an active item.
Monster spawn generation: randomized the monster density: -30% to +30%
Dodging close combat attack should feel more straightforward, because the attacks casting time are now consistent for a given monster. Therefore dodging the first boss is now less unfair.
Green Blob have an animation of attack
Green Blob attack now push the player back
Red Blod attack now push the player back
There is no longer a random bonus or malus to the drop rate of individual items.
Visual:
Updated visual SFX of First and Third boss Mana Reg. debuff.
Frenzy sound and animation slighlty improved
Added one frame to Demon attack.
Added one frame to Wolf Boss close combat attack.
Improved the head close combat attack.
Balance:
Hard difficulty: Nerfed clear blood heal power: +45% -> +30%
Buffed ant's projectile damage: +15% DPS
Buffed worm's projectile damage: +15% DPS
Curve of gold given by boss augmented (0.2 to 2) -> (0.2 to 3)
Rooms generation: greater chance to have small room
blood received is higher in Normal and Easy difficulty (+25%)
blood received lowered during frienzy ultra (-30%) and frienzy max (-50%)
Dumbell buff: strength per enemies stun +10% -> +15%
Removed room with only a active item chest ( to compensate for the level up rewards new feature )
Engine:
Optimizations on the entities drawings. Should help gain framerate on lower end hardware
Bug fix:
Fixed crashe that occured when dying as the same time of gathering an item
Launching clear blood when the timer for frenzy is almost expired will now correctly launch frenzy
Easy difficulty: blood dosen't degenerate super fast anymore (whoops).
Major update 1.11 -> 1.20
Gathering feedback during the first week of early-access helped me a lot understand how to bring you the most amazing experience while playing Breakthrough.
This update main feature is a rework of the blood mechanics, it keep the same spirit as it was before, pushing the player to greed for gold and power, but it's at the same time more simple to understand for the new player, and way more juciy and satisfying, giving also the space for your skills to express even more.
Don't forget that the Discord is open for you to make your suggestions, I'd be happy to hear them.
Patch-note:
Gameplay
-New blood mechanic! -> Frenzy mode: reach 100% blood and clear blood to activate frenzy -> Frenzy give attack speed, strength, move-speed, gold bonus -> Reach 100% blood again during Frenzy to activate Frenzy Ultra and Frenzy Max ! -> Blood decay very slow in hard, and removed in normal and easy. -> Blood dosen't give bonus anymore, only frenzy does -> Blood makes you slippery -> Augmented distance at wich you receive blood -> Removed Eye and Jam items, they aren't fitting with the new blood mechanic -> Removed Blood item from the shop, they aren't fitting with the new blood mechanic - Difficulties renamed: Standard -> Hard, Easy -> Normal, Easier -> Easy - Default difficulty is now Normal - Dashes physics improved. - Challenge room now have only three waves, but very intense - 5 level of difficulty instead of 10, (there wasn't enough differences from one difficulty to another) - The 5 Level of difficulty are bound to the difficulties easy/normal/hard, (you can be 5/5 in normal but 1/5 in hard) - Removed additional "surprise" spawn, because sometimes you could miss it by teleporting, Therefore loosing xp and gold without knowing. - Curve of Boss health through the level of difficulties improved - Projectiles are found less often but in a greater quantity - Reduced RNG regarding price shop, drop rate, and jars amount - Active items cannot be found twice in the same run - Items are gathered automatically after 3 seconds - Round projectile sprite better show their actual hitbox and are more visible - Improved and shortened tutorial.
Balance:
- Player hitbox size slighlty reduced - Boss n°2 at low level of difficulty nerfed: frequency of invocation lowered - Monsters amount balanced across the biomes - Hand projectile speed up - Dark Larva now also launches projectiles - Dark Larva health improved +25% - Dark Blob now also launches projectiles - Chackled health improved +50% - Crawler blood slippery removed, slow instead - Earth dash slighlty nerfed (slow duration decreased) - Coconut cooldown increased: 5s -> 7s - Dash fire up: tick number 30 -> 40 (AoE last longer) - Dumbbel up strength given: +5 -> + 6.2, number monsters max: 7 -> 10 - Slippers buffed attack speed: 8 -> 16, duration: 1.2 -> 1.6 - Nuts (projectile making a circle) Damages buff: +25% - Lentils pattern modified, it's now a decent projectile - Ant projectile buff, more DPS - Worm projectile buff, more DPS
Bugs
- Buff/Debuff are correctly showing even when energy or life is full. - Reduced number of worms in the worm projectile because DoT in great quantity is source of lag, (Optimizations will be made on DoT). - Getting out of range of the spell shop no longer close inventory if the spell shop isn't open - Terrain border shader now display the same regardless of the window resolution
UI/UX
- Blood bar is now displayed under Life bar. - EXP is now displayed on the top of the screen - No more need to unplug controller to play with mouse and keyboard. - When using the last projectile of a kind, switch back to the rock instead of another projectile. - Removed the select projectile 1, 2, 3 ... from the keymapping menu
Sounds
- Removed Malicious and Last Hope from the main soundtrack, because they are too chill, more musics will be added in the future. - Tutorial now has musics: Malicious and Last Hope.
Update 1.1.0 -> 1.1.1
Gameplay:
Gold income dosen't depend on the monster's LVL anymore, so the player can better enjoy the bonus he got with blood and barrels
It also make it way much more interesting to keep your change for the next level.
Slighlty increased the number of projectiles gathered at lower level of difficulty.
Reduced RNG of shop prices.
Shop's green items are now grey, and vice and versa.
Shop's grey item (previously green), malus is slightly less important.
Shop's item armor bonus are nerfed.
Shop's item max. health bonus nerfed.
Shop's item energy regen are buffed.
Shop's item's prices slightly less random.
Easier difficulty setting made... easier.
Big wolf (first boss) doesn't debuff energy before difficulty 5/10
Bug fix:
Fixed bug that made able to spawn two wolves in the tutorial's third room.
Fixed bug with controller that wasn't closing inventory after visiting NPC.
Fixed problem with some controller that made opening an NPC interface close right away.
Sounds:
Changed SFX when changing projectiles
Lowered menu's button sound level.
Misceallaneous:
Improved and fixed tutorial's dialogs.
NPC position on the room depend on the doors position
Teleportation now occurs on the exact middle of the room
Update 1.0.2 -> 1.1
Gameplay:
Pause time when receive damages increased (55ms -> 75ms) to further enhance the sensation of impact
Various adjustement to the difficulties easy and easier (only impact the player stats).
This should help for a better experience when not playing in standard
At low level of difficulty (progression x/10): RNG is modified to help you loot interesting combinaison of items, this effect become null at difficulty 10/10
Bloody room EXP is now taken into account for the boss lvl and the next level monster's lvl.
Boss at level 1 of progression upped: strength 0.2 -> 0.3, life 0.2 -> 0.25
Bosses health increased.
Second boss now invoke baby suicide at every level and not only starting at level 5
Second boss close combat attack damages greatly increased (strength coefficient: 0.25 -> 0.6)
Shifted some of the armor of the bosses into health because DoT was too OP agains't them.
At low level of difficulty (progression x/10): Slightlty increased the density of monster in the cave and the abyss
Visual:
Display the grenade cooldown as a circle close to the character
Display the items and spell currently active, and triggering each other.
Display item description when gathering them
Display "difficulty" on the difficulty notification
Item description now show rarity color behind icon.
If a notification is pushed before another is currently displaying, removes the previous notification and push the new.
Bugs and Adjustments:
Notification telling you that you need to restart the run if you changed the difficulty in the options
You need to end the tutorial before being able to play the game
Fixed bug where one more active item was unlocked than what was intended
Fixed one dialog in the tutorial
Fixed item description: candle, slingshot
Fixed rare bug where exiting the game during a camera movement didn't reset the camera and the game speed for the next run
Update 1.0.1 -> 1.0.2
Fixed bug brought by the previous update that made the music restarting when entering a room
Improved the feeling of many monster's attacks by adding sound effects and animation, aswell as a screen freeze effect when taking damages
Added the possibility of displaying clickable message on the main menu
Update 1.0 -> 1.01
Receiving an attack while being immune no longer displays the visual effect of the attack and doesn't play the hit sound anymore.
At low level of progression, reduced the number of big spider, small spider, white wolves, black wolves, red blob, green blob, spawning in the forest
Boss of the cave biome health increased by 80% at low level of progression.
Reduced the aiming range with controller to enable better accuracy with the grenade
Music plays again if entering a fighing room after the boss is killed
Third boss tentacle invocation now display a red circle to better warn of the danger zone.