Update #39: World 2 (almost) finished and new enemies!
Hello everyone !
It's update time! New bi-weekly challenge and some other things thrown into the mix. This one will be quick, I promise. Apparently nobody likes to read long walls of text describing in detail every little thing we have changed or modified in every part of the levels. Like we don't need to explain that we have added cool intros to the bosses in several levels. Also writing about a new boss fight in level 2-1 is probably boring so ... just go play it. It's good (crossing fingers here)!
Here's version 0.8.6.0 full changelog (in case you really like to read this stuff):
Improved gameplay of world 2 levels.
New MK3 laser turrets.
New MK3 Tracker enemies.
New MK3 Vyper boss fight.
New boss intro for levels 1-1, 1-2, 1-3, 2-1, 2-2 and 2-3
Obviously, a new biweekly multiverse level.
As usual remember that we will be watching all our official channels for your feedback.
PS: We were 1 day late, the Steam Summer Sale got in the way...
Update #38: World 1 (almost) finished and new enemies!
Hello everyone !
We are here again with a new udpate of Dimension Drive. This time we bring you a version of the game where World 1 levels are almost at 99.9% of where we want them to be when we do the full release. All levels in World 1 have been tweaked to improve the gameplay, we hope you like it. Moreover, some new enemies have been added, including some new laser turrets.
Besides this we have done some changes to how the abilities are unlocked and used. Now once you unlock an ability it will become available for all levels (including previous ones). Data cubes have been repositioned taking this into account so you may need some abilities now to pick them up.
Finally, that cool image in the top? That's how the entrance for all bosses and minibosses will be done.
Here's version 0.8.5.0 full changelog:
World 1 levels gameplay improved.
New MK2 laser turrets.
New MK2 Tracker enemies.
New MK2 Blade enemies.
World 2 levels rebuilt from scratch to improve perfomance.
New boss intro system (available in boss world 1).
Score is now multiplied by the difficulty level (higher difficulty settings will provide higher score chances)
Checkpoints have been removed in WTF mode.
Obviously, a new biweekly multiverse level.
We have also fixed the following bugs:
#394 - Weird Boss Bug, World 2_1
#377 - Re-arrange levels on world 1 selector screen
Finally, we want to apologize. We have realized that some of you were not receiving updates of the game via Steam. We made a mistake on Steam's backend configuration that was preventing some players to access updates. If this was your case we are really sorry, we hope from now on you enjoy the rest of the biweekly updates and levels.
If this was your case, please contact us, we would like to try to make it up to you. Please use one of the official channels.
SORRY
As usual remember that we will be watching all our official channels for your feedback.
We know, we are a couple of days late with this one. We wanted to release as usual but a big nasty bug has prevented us from doing it until now. Anyhow, what's this update bringing this time? Any fancy new enemy? Some big weapons? RPG elements? Well... not really.
This time we have concentrated mostly on stability improvements, gameplay tweaks and bug fixes. It may seem as not much new is there in terms of content but believe us the updates are under the hood.
In the last updates we have been adding a ton of stuff rapidly, new enemies, weapons, gameplay changes, difficulties, save slots... And those things came in hot from the oven. All of this lead to a build state that was less clean and stable. So, it was time to fix that.
Ok, so what exactly this update brings then? Here it is, build 0.8.1.41 changelog:
Energy received from each enemy has been rebalanced. All enemies give now an amount of energy back that should be more proportional with the amount of energy you spend to kill them.
Energy drops behaviour has been changed. Now, they will give you energy in the side you collect them. This means that the more you kill the more you can... keep on killing!
Shield regeneration in Normal mode is now 20 seconds instead of 10. It was way too easy...
We have nerfed The Flak shotgun. Now it will do half of the damage it was doing before, it still packs a punch but it's not so overkill.
Level 1-3 ending contains now a high speed area instead of the previous mini-boss. This goes in the direction of introducing the mechanic and prepare you for the real challenges ahead (level 2-3 and 3-3 when it comes).
Several story fixes to the Spanish translation.
Obviously, a new biweekly multiverse level.
We have also fixed the following bugs:
#382 - Blade MK3 enemies does not flash on impact
#381 - Life bars appear with wrong value after death
#380 - Incorrect input in menus
#379 - Game skipping levels
#378 - Boss dead does not produce screenshake
#377 - Re-arrange levels on world 1 selector screen
#376 - graphic glitches on ubuntu 17.04
#333 - SF energy ball has to appear on top
Finally, we want to inform you that the next update will come in 3 weeks instead of 2. The reason for this is that we are travelling to the US to showcase at Momocon in Atlanta. If you plan to be there please pass by and say hi!
As usual remember that we will be watching all our official channels for your feedback.
You may have noticed that our last update went live yesterday night. The big changes this new build has are Energy drops and Enemy Life bars.
Energy Drops As you know Dimension Drive uses an energy system for the weapons. Killing enemies provides energy that can be used on the other dimension. However, this was not visually indicated in any way until now.
In this update we have added Energy Drops, each time you destroy enemies they will drop a certain amount of energy that you can collect. Moreover, the Energy Drops will also give you extra points, so they have an impact now on score.
Enemy Life bars Medium and big enemies take some time to kill, right? How much? We got requests to show somehow how far an enemy was from being destroyed. So, we have added life bars to certain medium and big sized enemies. We hope this helps!
Improved shield impact This is a minor upgrade but it will also improve the visibility of the game. The shield impact effect is now more visible and a bit nicer :)
Improved Plasma Torch We have slightly tweaked the values of all weapons. For the Plasma Torch we have also improved the visual to better fit the style of the game. Have a look!
We have also fixed the following bugs:
#375 - Trackers bug out after dying.
#373 - Info panel box not showing proper info.
#371 - Shield not regenerating after first death.
#369 - Shield not regenerating after first death.
As usual remember that we will be watching all our official channels for your feedback
Update #35: Stream Trading cards, weapons balance and hotfix
Hello again!
Wait what!? It hssn't been 2 weeks since the last update you say? We couldn't wait! So we decided to just go for it, don't worry you still have the regular 2 week period for the Multiverse challenge :)
In this update we are rolling out the Steam Trading Cards, we've also balanced the Pulse Evolved and Plasma Torch weapons and did a quick hotfix that shall cure the save game issue, restart the levels with the weapon you had selected and improved the Energy Warning penalty system to avoid 0 score situations (you still are penalized though).
Update #34: Pew, Pew, Weapons!
Hello everyone !
Update time has arrived :) Besides the regular Multiverse we bring you 2 huge changes to the game. The first one is what you see above.
That's right, we now have 4 weapons available with normal and powered up versions to chose at the start of each level. In this first weapon iteration we decided to bring you 2 short range weapons and 2 long range weapons. Here's what they are and what they do:
Vulcan This is your usual suspect that's been available in the game from day one. Jack of all trades weapon, balanced for every occasion.
Pulse cannon This is the second long range weapon the game gets. Firing rate is slower compared to Vulcan but each shot is wide enough to hit several enemies in one go. Moreover, it has piercing capabilities. Line them up and kill several baddies with a single shot. Ah, yes, and more importantly it's multi-directional once powered up.
Flak shotgun We come to the first short range weapon of the game and honestly my favorite weapon now. This is an overpowered beast that will blast huge ships in a single shot at point blank. What's the catch? You need to get really close to point blank enemies and each shot of this beauty will cost you a lot of energy. It's a totally different way of playing: press that fire button only when you are really in the face of the enemy and it will deliver a punch they didn't expect.
Plasma Torch The second short range weapon. This one is hard to explain, it really needs to be played to feel what it does. In summary, it delivers a continuous stream of plasma that curves and changes as you move around the battlefield (think about a flamethrower in space). You'll need to get close to the enemies as well but you can still keep that fire button pressed continously contrary to the shotgun.
The second big change this update brings is that the Level Report is now integrated at the end of the levels. This allows you to see how you performed compared to others in the Leaderboards and retry if you want to improve without the need to go to any menu.
Finally, in this update we upgraded the game to the last version of Unity (5.6). This also took quite some time but the game should be now more efficient thanks to it.
Please consider this update concentrates on features rather than polish. We still have to improve the look and feel of weapons and menus but we wanted to get them out and in your hands so you can alredy tell us what you think of them.
As usual remember that we will be watching all our official channels for your feedback
The update is finally here. It took us way longer than expected but we are finally releasing #Update 33 with some big changes.
This is how the team feels right now ....
WARNING: This update will erase your game progress. We have completely changed the save game system and from now on you will have 5 slots available to store your game progress. This slots will be tied to a difficulty mode (that you will choose once you create them) and you will be not able to change it.
WARNING 2: We have decided to extend the next iteration a little bit (instead of 2 weeks,this time will be 2 weeks and 2 days from today). Usually we work on 2 weeks iteration cycles, but with Easter holidays in the middle, we decided to continue delivering the new build on Thursday evening (European time).
Some other major changes are:
There is no cool-down while jumping anymore. This feature have been requested for a while, and we think is time we deliver :). After playing without it, we have to admit that it feels ... so much better.
A really old bug that was blocking the game from jumping after dying have been fixed. This is one of the first ones
The mentioned above save-game system.
The menus flow have been adjusted to include the save-game slots, and more info while navigating through the levels.
All difficulty modes have been unlocked. If you are brave enough you will try to play the game with WTF difficulty :)
Fixes:
#366 - GameLogic raises an error
#364 - Using inverse in Orb areas could make the scroll not resume
#363 - Player gets stuck in the middle of the jump
As usual remember that we will be watching all our official channels for your feedback
Today we were supposed to publish a new build / Update #33. Unfortunately due to unexpected good news we wont be able to make it today.
Over the last 2 weeks, one member of our small studio has become a father. As you can imagine this has made him unavailable but for a good reason. Being a small indie studio, being one member short has overloaded the other members.
Update #33 will contain some big changes on 2 important areas:
The save game: Now you will have 5 different slots to store your save-games. they will be store locally and "in the cloud" (Steam cloud save).
The game modes have suffered mayor changes: all game modes would be available now, including a completely new way to play in normal mode (5 lives, regenerative shields, jump warning hint...).
Of course, as usual a new bi-weekly will be available for all of you to play :).
We need a bit more time to finish all the changes mentioned above. Please accept our apologies, we are working hard to make it available as soon as possible. You can expect Update #33 over the weekend.
Regards,
2Awesome Studio team (including a 2.0 proudly father).
Update #32: Welcome to hell!
Hello!!
We just come back from PAX East and we had a blast there. People really enjoyed the game and we had the opportunity to talk in person with many of you. Here's a picture with Kintinue that voices VERA in the game.
Moreover, we just launched our 2nd Early Access update. It comes with all the changes we planned in our roadmap for this week and comes with a new biweekly level. Level 2-3 difficutly has been reduced and a new enemy has been added to level 2-1. After we test it there it will be used in later levels in future updates.
The new Multiverse is a lava level and as usual you only have 2 weeks to play it! Speaking of which, here's the leaderboard of the past Multiverse. Congratulations to Obsidious the current champion! Good luck to all of you on the next challenge.
As always we are very open to feedback so please leave all your comments or issues you may find on the forums. We want to know your opinion on the game so we have prepared a short poll to gather answers (it takes less than 5 minutes):
Finally if you enjoy the game it would help us immensely if you could leave us a review.
Have fun!
Update #31: New Biweekly and PAX East!
Hello!!
Yes, you heard that right. Next week Dimension Drive will be travelling to PAX East as part of the Indie MEGABOOTH selection. If you plan to attend PAX come say hi we'd love to meet!
Moreover, we just launched our 1st Early Access update. It comes with all the changes we planned in our roadmap for this week and comes with a new biweekly level. Remember, you have only 2 weeks to play it! Speaking of which, here's the leaderboard of the past Multiverse. Congratulations to fran_friki the current champion! Good luck to all of you on the next challenge.
As always we are very open to feedback so please leave all your comments or issues you may find on the forums. We want to know your opinion on the game so we have prepared a short poll to gather answers (it takes less than 5 minutes):