- Added dresses! This was a player-requested expansion to the cosmetics and there are 6 to collect, each with matching head attire!
Misc Changes
- Huge main menu overhaul! As stated in the initial 1.14 progress update, this was another long overdue change. No more eyesore UI!
Takes me back.
- You can now unlock unseen bullet patterns in practice using pumpkins
- Added new Alt Hitbox Mode option!
This option moves the player hitbox closer to the mouse cursor rather than the center of Brace's sprite, which may be more intuitive to some players. While this is technically a gameplay change, enabling this does not disable achievements or anything of the sort; it's purely user preference :)
Also pictured in the above image
- Reworked "Flyer's Feather" unlock -> Now unlocked upon first making it to round 11
Flyer's Feather is a very important meta-progression unlock and I was finding that the previous unlock method (beating 3 bosses, even including repeats) was still too steep for some newer players, such that they would drop the game before ever unlocking it. This change should help make the full game more accessible without implementing any universal difficulty changes (for those who don't know: the Flyer's Feather gives you the option to use points to skip to later rounds you've reached before)
- Revised some lore - Gave better descriptions to some of the options in the settings menu - Default game volume on a new save is now 50% for both music and sound effects - Added sounds to various attacks that were missing them - Rebalanced some sound volume overall - Blacklisting now briefly mutes the background music instead of immediately playing the next round's track (this also fixes an issue where blacklisting an attack and then clicking a gold target during the animation could send you to a bonus round with incorrect music) - Flyer's Feather will no longer let you skip to rounds past bosses you haven't beaten (a scenario that could occur by loading very old saves)
Balance/Bug Fixes
- Changed "Garbage Day" and "High-Tech Laser Trash" -> Trash bags should now spawn further apart. "High-Tech Laser Trash" also has a slower spawn rate (was 7.5 spawns per second; now ~6.66) and has a better beam indicator - Reworked "Fireworks!" slightly -> Fireworks can no longer spawn on the same half of the screen twice in a row. This is to help prevent unfair RNG that could rarely trap you in a corner - "Leaf Storm" bullet indicators should now be much more accurate - Reworked "Center Spinner" -> Now always spins enough to create gaps between the bullets. Targets in this attack now always spawn on the side you're on and spawn much further away from the center - Reworked "Leaf Storm" to be a bit smoother and reduce bullet clutter while the wind is still speeding up - Modified "Chains" to try to make it more obvious what's safe to touch
I noticed some newcomers struggling to figure this attack out, so hopefully this should be a bit more beginner friendly
- Buffed "Cherb" slightly -> The staggered homing bullets in phase 1 now accelerate when they start moving
Also gave her some new sprites for her attacks! The old bullets were pretty unremarkable and needed more personality
- Reduced hitbox size of droplet bullets by 2 pixels on each side - Reduced maximal size of all (laser) beams by 3 pixels on each side - Nerfed "Perfect Bloom" -> Slightly slower spawn rate (was ~3.16 spawns per second; now 3) - Nerfed "Knives!" -> Slower spawn rate (was 12 spawns per second; now ~9.23) - Nerfed "Cursed Knives!" -> Slower spawn rate for all projectiles (was 9 spawns per second; now ~7.83) - Nerfed "Pipe Mines!" -> 25% slower mine movement speed, 10 pixel bigger gaps - Nerfed passive special recharge speed in practice mode (was 10x normal speed, now only 5x)
Some specials were very spammable in practice, which just isn't helpful for actually practicing an attack. 5x in practice should be more sensible
Also keep in mind that this is only passive special recharge. In normal mode, points also contribute to recharging your special, which makes the overall difference between normal and practice mode recharging slimmer
- Fixed an issue where pressing the cosmetics reset button and then equipping any cosmetic would award the Sick Kicks achievement, even without wearing different shoes - Fixed an issue where special targets would have the wrong sprite when fading out after timing an attack out - Fixed an issue where you could unlock specials from bosses you haven't beaten yet - Fixed an issue where presents were obtainable in easy mode - Fixed a spawning misalignment with "Solar Flare" and added a sun graphic to it - Fixed an issue where particles would spawn incorrectly and cause significant lag - Fixed more occurances of miscolored particles - Fixed an issue where some player weapon attacks would incorrectly despawn when outside of the screen region - Fixed an issue where some tree particles had an incorrect color - Fixed an issue where some buttons in the practice UI would overlap and allow you to click multiple different buttons with one mouse input - Fixed an issue where a gold target could persist into Pandoria's fight - Fixed a typographical error where the Heavens were described as "thousands of miles" off the ground in its lore
I honestly don't know how I failed to realize how far that is when I was first writing the lore. Like, if we use Earth as a reference here, even just 1000 miles is already well into space. wtf (way too far)
- Fixed a slight visual issue with the game's logo - Fixed an issue where the "You missed!" achievement could be falsely awarded when using weapons - Fixed an issue where the sound test button in the options menu would occasionally have inaccurate volume - Fixed an issue where the "Whirlpool" sound effect was unaffected by in-game audio settings - Fixed some cases where some ambient bullet sounds would persist indefinitely
And last but not least! - Other changes I probably forgot to note along the way
Closing Notes
That's all for this update, and for the game in general! Being the last major update, this is the last planned round of content. Small fixes and patches may come out later if needed, but otherwise the game is content complete!
Of course a game like this could always have more polish (there are still a couple of rough edges aesthetically); and some may wonder why I don't plan to iron out those remaining flaws. The unfortunate but obvious answer is that it's no longer practical. When I first released Endless Bullet Heaven in 2022, I was a high school dropout who created the game as a passion project to figure out the process of Steam distribution. Over time the scope of the game grew larger than I had ever imagined, making development take longer and longer to finish. Almost 3 years later, I've now been through university and need to start exploring future career options as I find my way through adult life
This doesn't mean I won't be making games anymore, but dedicating this much time to updating a game that is completely free is just unsustainable. If I make and release another game on Steam it would likely be monetized (as in an upfront price; I hate ftp/microtransaction models), and I would do everything in my power to make it worth its asking price on release. In fact, one thing this experience has taught me is that I would never want to release an unfinished early access game (which the development process of this game was very similar to; it was hell). Regardless, I have nothing in the pipeline at this stage
With that said, I'm still glad I undertook this project. It did exactly what it needed to do: taught me tons about what and what not to do when developing and releasing a game, while also being a great creative outlet. This, combined with my experiences doing game development in university, give me confidence that whatever game I make next will be even better! And besides, Endless Bullet Heaven itself has also turned out as about as good as I could realistically expect from a game that had no long-term planning for the vast majority of its development
There's so much more I wish I could say, but for the sake of brevity I'll cut myself off here. It's been quite the journey, and I want to thank you all sincerely for supporting me and the game over the years! Whatever comes next, I'll be sure to keep you all updated on my usual socials
Until next time!
If you want to reach me about anything you can find me on twitter ( https://twitter.com/Dracoraz ), bluesky ( https://bsky.app/profile/dracoraz.bsky.social ), or send an email to dracorazhelp@gmail.com ! I'm still open to fixing bugs if needed so don't hesitate!
Update 1.14 is coming February 1st!
Thank you for playing Endless Bullet Heaven! After nearly a whole year in development, I'm pleased to announce that Update 1.14: Return to Sender will be releasing February 1st!
That is: February 1st at 7AM ET/12PM GMT (or whatever that converts to in your local timezone, of course!). With this comes a new trailer for the game, featuring a mix of new content and older content that wasn't in the existing release trailer. Feel free to take a look!
What this means development-wise is I'm essentially in the final testing phase to stress-test and try to find any undiscovered bugs. Otherwise, all the new content is already implemented and in a good state! I'm confident I'll be able to make the release deadline as long as nothing catastrophic happens (fingers crossed!), and I really look forward to finally getting the update in other people's hands!
See you then!
As usual if you want to reach me about anything you can find me on twitter ( https://twitter.com/Dracoraz ), bluesky ( https://bsky.app/profile/dracoraz.bsky.social ), or send an email to dracorazhelp@gmail.com !
Progress Update on 1.14!
Hi everyone! I'll cut to the chase:
As you may have seen, I've been working on the game's final major update for a while now. Release is still quite far away, as there's much more to do than I initially expected. In the refactor hotfix you may have seen the "mid July" estimate, which obviously didn't work out. Most of the hold up ended up being technical difficulties in making the game's final boss. I'm happy to say that the boss is now finished, and is easily the most fleshed out and interesting boss in the game. It's a spectacle, and a huge step up in quality! I hope you'll look forward to it!
I've learned my mistake from last time and I won't be giving a new release estimate, not even a rough one. It'll be finished when it's finished, and I find it much more important to focus on quality rather over rushing a deadline. Still, there's a few more cool things I can show off now ahead of time!
Main Menu Visual Overhaul!
Likely the first thing you'd notice in the new update! The main menu currently has a flat grey background, which is very readable but always felt too generic. Given the established OS aesthetic of most of the menu buttons, the following background felt like a natural upgrade!
Obviously this is still kind of a mix of different OS aesthetics, but I think this still looks a lot better! Some existing UI doesn't fit this style (though still looks fine enough) and I'm honestly unsure if I'll get around to overhauling it all, but I at least wanted to be cohesive with a lot of the major/recent stuff.
Dialogue!
Dialogue was something long overdue for this game, as previously only the lore and bios really gave context to what's happening story-wise. It just felt pretty disjointed. I've teased dialogue boxes in the past on social media, but figured I should show this here too!
If only Pandoria would get her attack indicator outta the dang box!!
Dresses!
A little upgrade to the cosmetics! Alternate dresses already existed for the seasonal outfits, but I had a friend request some more early-game options. I wanted to add some more cosmetic stuff in this update anyway, so this felt like an appropriate update to the shop. As usual, these are all obtained with ingame points and can't be bought with real money. Here's a peek at some:
(As shown in the above image, big ups to Rice & Iko for letting me reference one of their outfit designs for the Hijinks set! https://x.com/ikoiko_ho/status/1770715873357029778 )
Several QOL/Player Requested Features!
Such as being able to unlock bullet patterns in practice, switch your hitbox to be on your cursor instead of Brace (the player character), among some other things!
Closing Notes
That's all I wanted to show for now, but this certainly isn't everything planned or even currently finished! Prime example: there's still an entire post-game secret boss fight that's almost finished, but I've excluded here as to not spoil the fun. And new bullet patterns. On top of a lot of general polish, bug fixes, etc. A lot still left to do as well.
Overall progress has been relatively slow, but consistent nowadays. I've started working on this update at around April this year, and trust me, I want it to be out as much as anyone else. It's been arduous wrangling with my old spaghetti code; this entire game was built from the ground up without a proper roadmap, and that development method has led to an agonizing amount tech debt and reworks.
Once again, no estimates on a release date due to the sheer amount of work required. What's important is that I'm working on this update consistently, and I figured I'd showcase some of what I've been up to here! Thanks for reading to this point, and for being patient with me.
If you want to reach me privately about any bugs, suggestions, etc., you can still find me on twitter ( https://twitter.com/Dracoraz ) or send an email to dracorazhelp@gmail.com ! Oh, and also bluesky is a thing now too ( https://bsky.app/profile/dracoraz.bsky.social )
Small refactor
Changes: This update is just a small refactor to save files and some changes to in-game text. Let me know if anything goes awry!
(Email dracorazhelp@gmail.com or just yell at me on https://twitter.com/dracoraz )
To give a small status update: I'm still working on the game's final update (1.14). If you've seen my updates on my twitter sub-account ( https://twitter.com/DracorazVT ) you may have already seen some of the new content in development! I've been streaming some of the work for it, so feel free to check that out if you want (or don't, that's fine too)
Still can't give any finer details on a release date but I'm hoping it will be out some time before mid July. Thank you for your patience!
Version 1.13: The Early Year Bargain Bin Update
Thank you for playing Endless Bullet Heaven! It's been a while! Update notes below:
1.13: Inventory, new attacks, and other improvements!
(But before that) BUG WATCH
There has been a reported case of having all items erased from a save file. This has only been reported one time so it's possible it was a user-side issue but I want to take precautions just in case. If anyone experiences this bug, please give as much detail as you can on when/how it occurred. Just in case this does occur - and due to some save file format changes from this update - the game now generates a backup when first loading into this version of the game.
Should data loss occur and you want to load your backup:
Search "%appdata%" (without the quotation marks) on your PC and enter that folder. At the top of your file explorer, go back a folder to "AppData", then go into the folder named "Local".
Find the folder named "Endless_Bullet_Heaven" and go into it.
There should be files named "EBH_Save" and "EBH_Save_backup". I HIGHLY recommend making a copy of both these files somewhere safe.
Now that you've (hopefully) copied these files elsewhere, go back to the "Endless_Bullet_Heaven" folder, delete "EBH_Save", and rename "EBH_Save_backup" to "EBH_Save". This will replace your current save with the backup of your save.
Similarly, if you wish to create a backup of your current save at any time, copy "EBH_Save" somewhere safe and you can replace your save in the "Endless_Bullet_Heaven" folder with your copied data as you need.
If you crash immediately upon loading into the game with this update, please let me know immediately. I've tested loading into the update with a few older version save files with no issues, but it's possible I missed something and would need to fix it.
Also if you ever decide to try editing the save data itself and it breaks then I take no responsibility for that. The data is just normal text so it may look easy to modify but the save system is more fragile than you might expect and could easily break. At the end of the day it's a singleplayer game so do whatever you want, but if anything breaks don't say I didn't warn you. Anyway-
Additions:
- Added a new inventory system! This is an expansion of the previous update having a pretty lackluster gimmick. This allowed for new items to be added! Including:
Three new biscuits types! Special (25% faster special charge), Speed (1 second faster target spawns), and Glory (20% more score)!
Other cool surprises!
- Added some extra patterns to bonus rounds - Added 3 new bullet patterns: "Perfect Bloom", "Spinning Tops", "Whirlpool"
- Added 8 new achievements!
Misc Changes:
- Nerfed "Gliding Doves" -> Slightly slower spawn rate (was ~13.33 spawns per second; now 12) - Slightly nerfed the charge rate of the specials "Corvid Strafe" and "Parry Instinct". This is to help balance around the new special biscuit buff - Fixed a major oversight where you could blacklist Pandoria - Fixed a rare crash that could happen after the Pandoria fight - Fixed some bullet collision issues that allowed clipping through bullets in some cases - Adjusted some sound volumes - Some menus will now disable weapons to help reduce visual/audio clutter - Bosses are now unlocked in practice mode on first encounter; not on first survival - Cleaned up several rushed sprites from the last update - Your biscuit buff now gets saved if you don't enter a run before exiting the game - Revised some lore - Other polish and optimizations I probably forgot to note
Closing Notes
That's all for now! Sorry that it's been so long. Like I said in the previous update, I've been quite busy with some other commitments. Unfortunately this is going to continue being the case, but I wanted to push this update out while I still had a few weeks off.
The good news is that I managed to clean up a lot of backend stuff, so whenever I get a chance to work on the next update it shouldn't be as gruelling as it was this time around. Lots of spaghetti code to wrangle. I also have a bunch of ideas in place for what's left to do before I'd call this game "finished". While I can't make any promises as always, I'm really hoping that I can have the next major update out by the end of this year.
Only time will tell if that happens, but regardless I hope the new content will be enjoyable! As usual, should any issues arise either yell at me on twitter https://twitter.com/Dracoraz or send an email to dracorazhelp@gmail.com
Version 1.12: The last major update for now*; Holiday Update!
*More info on the future of this game's updates are detailed in the "Closing Notes" section at the bottom
Thank you for playing Endless Bullet Heaven! Update notes below:
1.12: Holiday Update, new boss, and a lot of misc updates!
Additions:
- Added presents! These are unlocked after beating the new boss and they gives some small boosts or currency
This feature is something I still want to do more with. It's admittedly a little barebones right now
- Added a new boss: Pandoria! She appears at Round 80; Beat her with easy mode off to get her bio, weapon, special, and item!
- Added a new bullet patterns: "Bouncing Fireflies", "Ornaments", "Icicles"
- Added 2 new dress cosmetics! One is based off of last update's Halloween art and is unlocked after beating Griffith. The other is a new holiday look and is unlocked after beating Pandoria!
- Added 2 new achievements!
- Added 2 new tips!
- Added 2 new music tracks into the random selection - Added some other small details
Misc Changes:
- Added a slight background effect when the "spooky" music plays
This is because this music has a secret gameplay effect that I won't spoil so I wanted it to have a visual cue too for people playing with music muted
- Adjusted "Inwards/Outwards Barrage" -> Now the target will only spawn on the same side you're on, which prevents the annoying situation where you'd have to switch sides to end the attack without timing it out, which was very inconsistent to do without getting hit. Since you'll never have to switch sides now, the bullets have been made a little faster and spawn more often
- Nerfed "Bombs!" -> Slower spawn rate - Nerfed "Cards" -> Slower spawn rate - Nerfed "Fireworks!" -> Slightly slower spawn rate, and bursts into 1 less bullet per ring - Nerfed "ANGRY BUBBLES" -> Slightly slower spawn rate, slightly smaller projectile size on average - Nerfed "Solar Flare" -> Slightly smaller projectiles, slightly slower projectile speed
- The bonus round "skip bonus" target is now less visible, and a text popup will appear upon starting a bonus
This is in light of a moment where I was watching a friend play the game for the first time in a while and they somehow managed to click the target before finding out it was a bonus round. My mind was blown
- Yatanosoy's theme now has a small intro - Fixed a major issue where I accidentally left in a debug control
I have no idea how long this has accidentally been in the game but the debug control was literally just "4" on the keyboard. Pressing 4 would delete all your points then save the game. Hopefully nobody found it by accident since there shouldn't be any controls that are close to 4 on the keyboard but I'm very sorry regardless
- Other niche changes and bug fixes
Closing Notes
TL;DR: This is the last update where I can assure a somewhat regular release schedule.
That should be all! However, there is something bittersweet I should say. Due to starting university work soon, I most likely wont be able to update the game regularly anymore starting early next year. This game still needs a bunch of work before I'd consider it finished so even though the circumstances may get it the way, this isn't the official "last update". If I find time somehow, I'd like to fully finish this game some day.
Also worth noting is that this update was a little bit rushed since the holiday season is already nearly over! It approached much more quickly than I anticipated and I apologize if the update's a little rough around the edges. I've tried everything I can to assure this update is satisfactory (and at the very least: stable) but I still think it could be improved! Hopefully I should have a little more time later to tidy up the new stuff in a patch. But for now, I hope it's still enjoyable!
As usual, should any issues arise either yell at me on twitter https://twitter.com/Dracoraz or send an email to dracorazhelp@gmail.com !
Version 1.11: Spooky-ish update! New miniboss, overhaul of specials, and more!
Thank you for playing Endless Bullet Heaven! It's been a while! Update notes below:
Version 1.11: Spooky-ish update! A lot of new things and changes!
Additions:
- Added pumpkins! These are a new currency that can be bought with points or dropped by bosses after beating Griffith for the first time
- Added a new miniboss fight: Griffith! She appears at Round 60; Beat her with easy mode off to get her bio, weapon, and item!
- Added new alternate specials! After getting Griffith's item, you can go to the "Weapons" menu to find a new tab with the specials. Unlocking them requires pumpkins
- Added hats to the points/cosmetics shop! There are currently 11 hats to acquire In the spirit of the season, these are bought using pumpkins too!
- New unlockable item: Flyer's Feather! Obtained by reaching round 51 or by beating 3 bosses total (including repeats). Allows you to start from higher rounds to help reach later minibosses quicker and easier. Starting in later rounds costs some points
With Griffith now being added, I felt a method was needed to reduce the tedium of having to go through so many rounds to get one attempt at a late game miniboss. The minibosses are already designed with first trying them in mind (while still providing a challenge), but even so a complete restart for failing feels like too harsh of a punishment
The Flyer's Feather will let you start at higher rounds with an upper limit of the highest round you've ever made it to, capped at Round 101. It is also bound to increments of ten (1, 11, 21, etc). Keep in mind you wont have the HP drops you would get from beating bosses if you skip bosses this way
- Added tips/tutorials!
Optional, but turned on by default to help explain some niche controls/mechanics in game. When enabled, you'll get a random tip at the start of a standard run. The option tied to turning these off also hides some main menu text/labels that some people may find redundant. This serves to reduce visual clutter with the growing amount of menu buttons and features
- Added 4 new achievements!
Misc Changes:
- Fixed/overhauled some particles
Projectiles have always released particles upon being deleted (usually due to the bullet pattern ending) but for a long time these have had some janky mechanics. These should be corrected now. Additionally, these particles no longer appear in low detail mode
- Also tuned some of the other types of particles to be less visually intrusive
- Low Detail is now off by default
- The default special received a much needed buff: It now lasts twice as long and gives immunity frames briefly AFTER the force hitbox is exhausted (while retaining immunity frames throughout the force hitbox as it always has)
- Also increased the timing for a "death bomb" (referred to in game as a "hit prevention") from within 0.25 seconds after being hit -> within 0.33 seconds after being hit (at 60FPS: 15 frames -> 20 frames)
- The weapon "Barking Puppet" received a very needed buff: bark hitbox now works for 9 frames instead of 4. This is how it originally should have been, but an error on my part made me forget to account for how the animation works. There is now also a second puppet that orbits 180° from the first one
- There is now a brief delay before the next bullet pattern after defeating a boss. This should help make the transition less frantic than before
- Gave the Yatanosoy fight several tweaks and nerfs
Initially I quite liked where Yatanosoy was at in terms of difficulty but after introducing the Griffith fight, I decided Yatanosoy needed some adjustments to better fit the difficulty curve of the boss fights. She also seemed like the most difficult boss to sight read the patterns of, so easing that issue stayed as the main goal while revamping her
- Added proper volume sliders
Rapid Fire:
- Changed some achievement descriptions to be more accurate - Made some shop visuals more helpful - Save files now have the correct version listed (this was likely a non issue but I fixed it anyway) - Fixed an inaccurate warning sign at the beginning of Cherb's second attack - Fixed an oversight where only mouse colors would give the "Sick Clicks!" achievement (mouse skins now also give the achievement) - Fixed some niche crashes and bugs - Some other minor changes that were too small to note
Closing Notes That was quite a lot! At first I wasn't going to make a major update next but halloween started to approach quickly, so I wanted to do a lot of stuff! I don't know when I'll update the game next. If I get the motivation I may sneak another quick few additions or changes before the end of the season (but no promises).
As usual, if there's any issues either yell at me on twitter https://twitter.com/Dracoraz or send an email to dracorazhelp@gmail.com !
And of course, Happy Halloween!
Version 1.10: More achievements, small fixes and changes
Thank you for playing Endless Bullet Heaven! Update notes below:
1.10 (Smaller update, more achievements and small fixes)
Additions:
- Added 10 new achievements!
This is in light of the recently added practice mode! You can get all of these by doing them in practice rather than having to throw real runs.
Misc Changes:
- Changed the menu buttons and gave them a mouseover effect
- Fixed a bug that had round interval achievements (for example, reaching round 20 or round 40) still enabled in practice mode
Achievements related to getting hit are still enabled, which is intentional.
- Hopefully fixed a rare bug where the game window would go above the top of the monitor, making the window unmovable
Shoutouts to my friend that brought this to my attention, understandably panicked
- Other minor changes and fixes
Closing Notes Obviously this is a much smaller update than usual, but unfortunately my usual computer is still out for repairs. The temporary laptop I'm using instead has some strange issues which has made working on the game much more difficult. Due to these concerns, I'm temporarily suspending further updates until my computer is done being repaired. I'm sorry if this may be disappointing, but I do hope I can get back work soon.
As usual, if there's any issues either yell at me on twitter https://twitter.com/Dracoraz or send an email to dracorazhelp@gmail.com
Version 1.09: Practice Mode, New attacks, Visual changes, etc!
Thank you for playing Endless Bullet Heaven! Update notes below:
1.09 (Practice Mode Update! Also some other additions and changes)
Additions:
- Added 3 new bullet patterns: "Spinning Axes", "Go Fish", "Binary" (all of them also have some minor variations)
- New Feature! Practice Mode! You can now practice any bullet pattern you've seen from the main menu! Replay your favorite bullet patterns, re-fight bosses, etc!
You earn no points, but achievements related to getting hit by a certain bullet type are still enabled in this mode. This fixes a long term game design issue (which really bothered me) where in order to get all achievements, it was most efficient to purposely throw runs. Thankfully, that is no longer the case! (Expect a big achievement update in the near future thanks to this change!)
- Added an additional music track to the random selection
Misc Changes:
- Made some fixes to the in-round GUI. Now you can go to really high scores without text/UI issues
Figure A (above): Hey check out my totally legitimate high score
- Improved some sprites/animations
An example of this is here: https://twitter.com/Dracoraz/status/1556144286361878530
- Added several new particles and visual effects - Added a "Low Detail Mode" which removes these visual particles and effects. This may help reduce lag or improve visual clarity, but otherwise has no effect on gameplay. On by default - Slightly touched bullet patterns "Tempest", "Leaf Storm"; and gave them sounds - Reworked "Inwards/Outwards Barrage" to have slower but denser projectiles - Nerfed "ANGRY BUBBLES" -> Slower tracking - Fixed several uncommon bugs - Probably some other changes I forgot to note
Closing Notes That should be all! Apologies if this update seems a little lighter on new stuff. While practice mode may sound like a pretty negligible addition, it had a lot of weird quirks to figure out as well as requiring a lot of manual, tedious work (such as taking the screenshots for each bullet pattern). However, I'm glad I took the extra time since it was important to get right. I'm also getting my computer sent off for repairs shortly after this update drops, so unfortunately I can't make any promises in regards to how soon the next update will be. Hopefully it should be before the end of the month.
As usual, if there's any issues either yell at me on twitter https://twitter.com/Dracoraz or send an email to dracorazhelp@gmail.com . Cheers!
Version 1.08: Huge Content Update! Lore, Weapons, New miniboss, and much more!
It's been a little while! Thank you for playing Endless Bullet Heaven, and for your patience! Update notes below:
1.08 (Tons of new stuff; overhauls, fixes, etc)
Additions:
- New feature: Bios! Finally got around to writing/implementing the lore! (there might be slight changes throughout development). Lore is unlocked by reaching certain rounds/beating minibosses.
It's probably unnecessarily detailed for a silly little bullet avoidance game but it's completely optional to engage with! I hope it's enjoyable to those who take interest with that sorta stuff
- New miniboss: Yatanosoy! A half crow girl that brings a flying arsenal to battle! She appears at Round 40, where getting past her will also unlock her bio.
- Gave Cherb a second attack, and adjusted some stuff with her
- Another new feature: Weapons! Unlocked after getting past Yatanosoy! Weapons are pretty self explanatory: they modify your left click to have additional properties and/or projectiles to help break targets! There's currently 3 weapons by default.
- Added new bullet patterns: "Garbage Day" (with a variation: "High-Tech Laser Trash"), "Cards", "Ghost Circles" (with a rare variation, which I'll keep a surprise), "Sheriff Hats"
- Added a variation of the pipe attack: "Pipe Mines!" - Added 2 variations of "UFOs": Upwards/Downwards (also nerfed the old UFO variants, see Misc Changes for details) - Added 3 achievements! (all are secret achievements)
- Gave bonus rounds their own new music track - Gave some more attacks proper sounds (still not finished with all, but also trying something new with some having volume be based on proximity to the projectile) - Several small secrets and surprises
Misc Changes:
- Important mechanic change: Death bombing! Yet another leniency mechanic adopted from this game's danmaku game roots! For anyone unfamiliar with the term: basically now you have a very brief moment after being hit where using your special will make the hit not count. This should help reduce situations where you just barely get hit before using your special and lose both your special and your HP (which was often run ending). Now you have about 0.25 of a second after being hit to do this; in which case you should hear the HP gain sound if done successfully.
- "Orbitals" got a much needed nerf -> Slower orbit speed, slightly decreased projectile spawn rate - Nerfed "UFOs" -> Faster horizontal movement (sounds like a buff, but the faster speed helps reduce clutter and gets them off the screen faster; off the screen faster = less projectiles 'v' ) - Nerfed "Fireworks!" -> Slightly slower spawn rate - Nerfed "Center Spinner" -> Smaller projectiles - Nerfed "Inwards/Outwards Barrage" significantly -> Slower spawn rate (going to the opposite side of the screen was far too luck based before and often necessary to hit the target) - Adjusted "ANGRY BUBBLES" -> Targets will spawn in slightly easier locations - Fixed a weird sound bug that replaced one of the music tracks with a looped version of a sound effect - Hopefully fixed a couple of background color bugs when not in "Simple Background Mode" - Fixed several major bugs with bosses not going away properly - A bunch more changes and fixes I forgot to note
Closing Notes That should be about it for this update! Lots of stuff with a lot of attention to detail. I definitely think I prefer making lighter and more gradual updates so I'll likely return to the "roughly once every 2 weeks" update schedule, but it was interesting trying to introduce a lot of interconnected features at once. I'll also take a short break (maybe a week?) after the update goes live, although I'll roll out small patches if it feels necessary or any issues come to light.
Speaking of which, if any troubles, bugs, etc. arise you can feel free to contact me on twitter https://twitter.com/Dracoraz or send an email to dracorazhelp@gmail.com !