Locking a shop will now give new items instead of having empty slots in the next one.
Locking a shop now also keeps the current items when rerolling (except when all slots are taken which would make rerolling useless)
Dodge cap: 75% => 60%
Trees now take a maximum of 8 hits before dying even if they still have health left.
Misc & fixes
Fixed a bug where projectile bounce bonuses from "Ricochet" would not get reset from one run to the next and would get applied multiple times during the same run.
The wave you were at when you lost is now displayed on the end run screen.
Enemies that get removed from the map once the enemy limit is reached now still count for Pacifist's material bonus.
Locking the shop now shows an icon.
No longer automatically focus the upgraded weapon when combining tweapons and using the mouse.
Renamed traits to characters.
"Number of enemies" rephrased to "enemies".
Fixed a bug where the target of the Rocket Launcher would take the damage twice.
Fixed a bug where stats in the pause menu wouldn't update after getting a level up upgrade.
The stats in the pause menu now take into account the temporary stat changes. (masochist's % damage etc.)
Damage number popups are now white for normal hits and yellow for critical hits.
Brotato Demo - Update 0.1.0 (Steam Next Fest)
Hello,
I just updated the demo with new content, balance changes and fixes! It features a new weapon combining system, weapon sets, 2 new traits, 32 new items, 4 new weapons, 2 new waves and more. (full patchnote below)
Thanks everyone for your feedback over these past weeks! I haven't been able to respond to all of you but I keep reading most of your messages and suggestions on the Steam forums and on Discord.
I'd also like to thank all of the content creators who have covered the demo! I've uploaded most assets of the game (items, weapons, characters, enemies) in the presskit in case you need them for your thumbnails.
Quick FAQ
When will be the full release? No date yet but I'm hoping it'll happen in the next few months. Please add the game to your wishlist so you know when it's available!
How much will the game cost? Somewhere between $2.99 and $4.99.
Will there be an endless mode? Most likely yes, although a standard run will be 20 waves long.
Will there be meta-progression? You will be able to unlock new items, weapons and traits by completing challenges/achievements in the game. (similar to Space Gladiators / Isaac)
Will there be Chinese? Yes.
Anyway, here's the full patchnote. Special thanks to everyone who suggested new items for the game! Pétra, Tyleri55, FunkyMonkey, J.W., Floss, Poondaedalin, Bloopre, Saioum... The community sheet of the Discord server has been very useful for inspiration and I'll probably keep using it for future content so feel free to add your ideas over there!
New content
Two duplicate weapons can now be combined into a stronger and rarer version of that weapon.
Weapons are now part of specific sets (Primitive, Blade, Unarmed, Elemental, Gun...). Having multiple weapons of the same set gives you bonuses.
Weapons can now be recycled for 25% of their current value instead of being discarded.
New stat: "Harvesting", which gives you materials and XP at the end of a wave.
Some waves have been tweaked and a run now lasts 12 waves.
Added 4 new weapons.
Added 2 new traits.
Added 32 new items.
Shop items can now be locked so you can buy them next wave.
Burning Damage has been changed to Elemental Damage.
Balancing
Added some invincibility frames after getting hit to avoid being instantly mauled to death when multiple enemies touch you at the same time.
Enemies can no longer spawn right on top of you.
Rerolling the shop now costs less materials at the beginning of a run.
You now start with 30 materials instead of 20.
Critical hits are no longer calculated with a multiplier but by using a higher base damage instead.
The "Armor" upgrades now start from the "Uncommon" rarity instead of the "Common" one.
Armor is now only half as effective after having reduced 50% of the damage taken. If you take 20 damage and you have 20 Armor, you will take 5 damage instead of 1. You'd need 30 Armor to take 1 damage in that case.
Dodge is now capped at 75% instead of 95%.
Life Steal is now capped at healing 10 HP / second.
The "Ranged Damage" and "Melee Damage" upgrades now start from the "Common" rarity instead of the "Uncommon" one.
Reduced the price of most "Common" weapons.
Most items have been rebalanced.
You have more chance of getting a weapon in the shop with the same class as one you already have.
Weapons now have a chance to miss and deal only 25% damage. The chance to miss is reduced by the Accuracy stat.
Big and charging enemies: HP increased
Fast enemies: speed and damage reduced
Fruit healing: 5 => 3
Reduced the influence of Luck on item drop rate.
Flamethrower, burning damage 5x8 => 5x3
SMG: 1 damage, 4 knockback => 3 damage, 0 knockback, only affected by 50% of Ranged Damage, firerate decreased
Some upgrades from levelling up have been nerfed.
Circular Saw, Hammer, Spear buffed
Rock: no longer gives Dodge but Uncommon and Rare tiers now give Armor
Torch: cooldown decreased
Pistol: increased firerate
Rocket Launcher: increased explosion area
Fist: cooldown reduced
Taser's damage now scales with Elemental Damage.
Flaming Brass Knuckles: price, damage and burning increased
Stick (common): +8 damage for additional sticks => +6 damage
Brass Knuckles: temporarily removed (replaced by "Uncommon" Fist)
Average renamed to Well-Rounded: +5 Max HP, +5 Harvesting, +5% Speed
Mutant: +50% XP Gain => +200%
Dumb: -50% Damage, +50% Luck gains, 50% chance to deal 20% of your luck as damage to a random enemy when picking up a material
Ranger: +50 Range, +50 Accuracy => +100 Range, +15% Accuracy, no longer starts with additional pistol, -50% Max HP gains
Brawler: +200% Damage with Fists => +15 Damage with Unarmed weapons
Crazy: +150 Range with Knives => +150 Range with Blade weapons, -10 Ranged Damage
Savage: +25% Lifesteal with Sticks => +25% Lifesteal with Primitive weapons
Shotgun: less accurate, more piercing, firerate decreased
Ranged Weapons no longer have minimum range but their max range has been reduced. Improved/fixed the impact of having high Attack Speed with melee weapons. (melee builds with One-Armed should now be viable)
Elemental Damage and other types of damage are now affected by the % Damage stat.
After 100 enemies are on the map the older ones will start disappearing to leave room for the new ones while limiting performance issues.
Enemy projectiles' speed has been decreased.
One-Armed Damage bonus gains now also affect % Critical Damage.
Misc & fixes
Weapons stats are now displayed dynamically depending on your stats.
Added a Retry button in the pause menu and in the end run screen.
The "Damage" stat has been removed.
Tweaked how critical damage is displayed in weapon descriptions.
Fixed a glitch that allowed you to start with multiple weapons.
Fixed a bug where the mouse would appear when using a gamepad in the menus.
Disabled the ability for the cursor to go over the stats in the Shop screen when using a gamepad or the keyboard to make it smoother to navigate. Stats descriptions are still accessible in the upgrades and pause screens and using the mouse in the shop screen.
The rarity of items is no longer displayed through text and has been replaced by the class of the weapons (or item / trait / upgrade).
Reduced the font size of the Discard and Cancel buttons for weapons in the shop and other menu buttons.
The cursor now selects a shop item by default when entering the shop instead of the "Go" button.
Added a custom cursor sprite.
The mouse cursor is now hidden when using the keyboard.
One-Armed, Chunky, Speedy can now start will all weapons.
Mage can now start with a Taser (and new weapons).
Lowered the sound of the shotgun.
Fixed a bug where the stats would get pushed out of the pause menu if you had too many items.
Fixed the description of some stats when negative.
Fixed a bug where Damage gains bonuses weren't applied to the Wisdom item.
The wave timer is no longer automatically set to 0 on death.
Piercing is now hidden in weapons description when there is none.
Knockback is now displayed for weapons that have some.
Changed how burning damage is displayed.
Fixed a bug where the speed of the flamethrower's projectile would increase throughout the wave if you had "Wisdom".
Fixed the sound for when a run ends.
Fixed a bug where Scared Sausage did more damage than expected on weapons with no burning effect.
The color of an inventory element now changes depending on the item's tier.
Added an option to control your character using only the mouse instead of the keyboard.
Increased the saturation of enemy bullets so they're easier to see.
Tweaked the spawning animation of enemies.
Consumables now appear in front of materials.
Some item and trait appearances have been given higher priority and will not be replaced by lower priority appearances.
Burning can now spread even if the target gets killed by the attack applying the burn.
Fixed a bug where burning would not spread when it should.