Hi everyone and thank you so much for all of your support over the past year! As ChargeShot is preparing for its Android TV release, we have been able to spend a bit of time adding some things that we've wanted in the game, and are updating with some new additions, a couple of tweaks, and a fix or two.
Included in this patch is a new versus game mode called Gem Master, where players rush to control possession of a gem. While holding the gem, you can still block, but attempting to shoot will throw it. The first person to hold the gem for a total of thirty seconds wins the match.
We've also added several more cameo characters, including Jess from Read Only Memories and a Bulletkin from Enter the Gungeon, as well as Will Lewis, who was the champion of the leaderboard competition.
Among minor changes and tweaks are:
A reworking of player velocity, weight, and jetpack acceleration
Bullets reflecting off shields gain speed exponentially
Bullets passing through jetpack steam are now arced downwards
RNG for lava rising is more consistent
Some map recoloring and asset changes for visibility and _-*B E A U T Y*-_
Collision fixes for bullets
Water glitch fix
Cursor colors for green and yellow players now actually correspond with the correct controller on versus player select
Various sound effect revisions
Particle cleanup for visibility
ChargeBucks balanced better (things cost less)
Can now fast forward through campaign score boards
This update goes live at 9:45 A.M., PST
Again, we'd like to thank everyone for their continued support and patience with our first title, you are an AWESOME community, and we can't wait to show you what we have coming next!
-Your boyz at Cowboy Color
Update #2 - New Characters
Hello all!
In celebration of the release of Read Only Memories, a point and click romp through Neo-San Fransisco developed by Midboss, we have included Turing as one of the new two characters to choose from!
I'm very sorry if your local data had been erased on the last patch; there was an issue with latest build that caused this. Because of this, I have also temporarily unlocked all of the content until the next update.
Update: bug/patch and some requested features!
Hello all! Thank you for your support throughout this launch week. I just set V.1.0.1 live, with some bug fixes, slight aesthetic changes, and a couple of new features.
V.1.0.1 Changes:
-Input menu is now replaced with "Options" menu which includes game scale, fullscreen options, and music and master volume sliders.
Bug fixes:
Only player 1 can continue from the victory screen
Alt-F4 doesn't hard close the game
Cannot unlock new character when player has exact amount of credits
Cannot select another character without first hitting back
Game crashes when holding a directional button while moving into "game over" screen
Jetpack depth is below background depth on mine level
Visible artifact on lava level
Lava layer is in front of ground but behind blood splatter
(suggestion) Input menu should show key names rather than keycodes
missing sounds on character select
Fog depth issue on crypt level
Thanks all for your patience and for reporting bugs and suggesting features!
Loves ya,
Cullen
LeaderBoard Contest!
Hey everybody! ChargeShot is a game about competition, and in the spirit of that, for our single players, we are hosting a tournament.
If you play through the campaign, you will notice that you receive a score for each round, and a final score is added to a global leaderboard after competion.
At the end of the first month of ChargeShot's release, the person sitting at the top of the leaderboard will be deemed the winner. They will be given the option to either send us a sexy selfie and have themselves made into a CHARACTER in the game, or to help us design a character to stand in their place for the next patch.
(Some things to note about how rounds are scored)
-Time bonus is how quickly a round is completed
-Skill bonus is how many shots you block
-Kills bonus (in the time attack level) is a multiplication of how many bots you manage to slay in the 60 second round.
-Lives bonus is awarded for how often you don't die, and results in a zero if you die more than 5 times on a match.