Enemy Mind cover
Enemy Mind screenshot
Genre: Indie

Enemy Mind

Major Bug Fix

Hi folks.

I stopped in on the Extra Credits twitch stream last night and saw a pretty major bug that halted progression of the game after a player death. It happened very rarely, but when it did, well, it was really sad.

I pushed an update late last night that should fix it.

That's it for now. Thanks for playing!

Bug Fix

Hi folks.

We noticed yesterday that if you had lost your internet connection and the game attempted to push a score to the leaderboard it would put the game into a bad state and you would be forced to quit.

We pushed a fix for this bug moments ago.

If this happened to you, we are sorry.

If this still happens to you, we are sorry and confused! Please let us know.

Thanks!

Full Release!

Hi Folks.

We've been working hard to make the game feel just right and get out all the bugs and we're excited to tell you that we're finally out of Early Access!

We've done quite a bit of work to the game since our first early access build, here are some highlights, in no particular order:

  • Balanced and rebalanced and perfected and re-perfected the eight levels.
  • Added a bunch of surprise unlockable features that you'll have to earn (one might be a flappy bird clone)
  • Finished the boss battles.
  • Made lots of improvments to the boss battles.
  • The story is complete and even makes sense! Seriously, if you can stop shooting long enough, you'll like it.
  • Optimizations that should allow the game to run more smoothly on low end machines.
  • Introduced and, importantly, removed lots of bugs.
  • Added leaderboards to each level and to the whole game and to everything else we could think of.
  • Taught a Speak & Spell to say "Aratus."
  • Made an awesome website where you can see the leaderboards.
  • Added windowed mode, in case your screen is just too darned big.
  • Slept very little.
  • Replaced the boss fight music with really good boss fight music.
  • Added dynamic explosions to the particle explosions so that our explosions could have explosions, because explosions.
  • Added Xbox One Controller support.


If you've been playing, thanks so much for playing Enemy Mind in Early Access and giving us your invaluable feedback. It's really been great to get to finish this project in front of real players and try to make the game that you want.

If you're just joining us, thanks! Please don't think we don't want to hear from you now that we're out of early access. Tell us what you like and don't like. If you see me hanging out in group chat, stop in and say hi.

See you on the leaderboards!

(seriously, knock me off the top, it's embarrasing!)

Last Update Before Full Release!

Hi folks. Just a quick note to let you know that we've just pushed our final build up onto early access. We're testing it and fixing bugs right now and plan to have our Full Release out there by the end of this week.

If you given us feedback, thanks! If you haven't, now's your chance to help us shake all the bugs out. Take a look and let us know what you think.

Thanks for playing!

Game Update - Boss Rework

Hi folks!

We've been doing lots of thinking and working on what the end of level encounters ought to be and we think we've got it pretty close now. We've shuffled some things around and the story doesn't quite jive with what's happening in game anymore. We'll get that all sorted out soon.

In addition to the major boss rework...

  • We finished implementing the explosion sprites. More booms!
  • Sine wave projectiles no longer get weird at angles.
  • Added two new waves the the final level.
  • Shooting the names in the credits now gives you points.
  • Replaced the boss fight music with a track that we like better.
  • Switched out a few sounds effects.
  • Made some performance optimizations.
  • Changed the formula that calculates favorite ship to something more reasonable.
  • Fixed the bug that caused the heat-seeking missles to freak out.


That's it for now. Please let us know what you think of the game and what you think could be better. We're especially concerened with getting those end of level encounters right, so don't be shy.

Thanks, and thanks for playing.

High Score Update!

Hi folks.

We're very excited about today's update because we're rolling out the high score tables! We're tracking high scores for each level and for the entire game. We've also made a few tweaks to the scoring and multiplier systems to make it all as fair as possible.

You can view all of the scores in the community hub by clicking "view stats." My scores are on there so now is your chance to literally beat me at my own game.

But wait... that's not all!

We've also completely revamped the level six boss. It's now so hard that I have not been able to beat it. I have seen it done though, so do not despair.

In addition to the above:

  • Tweaks to the end of game flow.
  • The robot announcer now says "Level Complete" when a level is completed!
  • Minor changes to all boss behavior.
  • Different Space Debris for different environments


That's it. Go get yourself a spot on the leader-board!

Super Secret Update

We had a bug in one of our secret features that is now fixed. Unfortunately, I can't go into any more detail than that because it's a secret! In addtion to that we made some small tweaks and additions:

  • Changes to some of the boss formations.
  • New treatment for the end of game sequence.
  • Modifications to some ship stats.

That's it for now. Thanks for playing.

Small Update

Hi folks.

Because you've asked us too, we've added several windowed modes and the ability to configure a different button to serve as Start/Pause.

You can change to windowed mode from the "Screen Settings" menu from the "Options" menu.

Thanks for playing!

Post PAXEast Update

It was great getting to meet so many folks at PAX last weekend. I just wanted to say a quick thanks and hello to all of our new players out there.

Thanks!

We noticed a few multi-player bugs while we were showing the game so we raced back home to get them fixed right away.

In this update:

  • Fixed the bug that occasionally caused the game to stop progressing to new waves.
  • Players 2 through 4 no longer appear during the intro sequence when the game is restarted from the "game over" screen.
  • Player ships no longer spawn directly on top of one another.


If you see any of these bugs still occuring, or anything else that seems like it's broken, please let us know.

Thanks! Have fun.

Enemy Mind Update #2

Hey folks. We've made some tweaks to the game in response to the feedback we've gotten so far. Here's a list of what's new in no particular order.

  • Changes to the opening cinematic to make it more cinematastic.
  • Changes to the boss intro sequence.
  • New boss formations.
  • Some level and craft rebalancing.
  • Default buttons are now X to fire and A to jump. If you've already changed your config, it will NOT be overwritten by this update.
  • Changed around the order of the background music tracks.
  • Multiplier is no longer reset when you take a hit. It is now reduced by 1 instead.
  • We are now being 50% less stingy with the extra lives.

Also, if you liked our April foolishness "Flappity Mind" and you start to miss it or you missed out on it, you can still find it in it's permanent home in the Extras menu. Please let us know if you like the changes, if you have any problems, or what changes you'd like to see next. Thanks for playing!