1st MAJOR UPDATE ANNOUNCEMENT! September 12 Patch Notes: Boss Battles and New Health System!
The 1st Of Our MAJOR UPDATES Is Now LIVE!!
About a week ago we made an annoucement in regards to the direction the game would be going and the updates to come.
We are proud to bring to you the very first of these major updates!
Change List:
At the end of each set of five levels there is now a boss-battle level.
Getting hit now also damages the player's wings and guns, slowing down movement speed and firing speed respectively. This is cumulative damage that builds up and lasts throughout the game. The gradual increase in movement and firing speed each level still happens at the same time.
After each boss fight a Repair Station will appear, giving the player the option to either regain health, repair movement speed, or repair firing speed. Regaining health does nothing to help restore movement and firing speed, it just allows you to take more hits before dying.
The UI now includes a meter to show how much time is left on the Shield power up.
The label on the UI meter for the Spread Fire power up has been changed from "CHARGE" to "AMMO".
The wing and claw gun segments of the Ship Status UI now highlight/darken based on movement and firing speed damage rather than total health.
Going into slow motion while dodging enemy attacks no longer affects the speed of gun overheat/cooldown.
The maximum overheat time no longer increases as levels progress.
The shield powerup timer no longer decreases during the "Level Complete" or "Get Ready" messages at the end and start of each level.
Changed the logo graphic on the Credits screen.
Adjusted the amount and intensity of screen shake.
Made it so the red enemies on level 11 ("Butterflies are Cool") would finish reaching their swarm positions in time with the rest of the enemies.
Minor adjustments to scaling of several graphical assets.
Addressed the delay between destroying the last enemy and receiving the "Level Complete" message on certain levels.
Addressed an issue where players were getting stuck on level 21 ("Rematch") with no enemies to shoot.
Fixed a bug where asteroids would spawn super weapon powerups off-screen.
Fixed a bug where the player could not start firing on a level until after the "Fire Away" message had gone away.
Fixed a bug where enemies were shooting at the player during the "Get Ready" message on certain levels.
Fixed a bug where the player could still fire the super weapon during the "Get Ready" message.
Fixed a bug with the player death animation effect.
August 31 Patch Notes: Minor control change, Level switch delay, and bug fixes
When using the game pad, firing the super weapon and swapping the position of the double-ship upgrade now use the trigger buttons instead of the shoulder/bumper buttons.
The player's gun is now sent into overheat mode at the start of each level.
Added a confirmation screen before returning to the Main Menu from the Pause screen.
Adjusted the speed and timing for building formations in various levels.
Fixed a bug where bullets where going the wrong direction when firing down with the double-ship and spread-fire upgrades both active.
What's Coming To Galagan's Island: Reprymian Rising
To our current players.
Thought it would be best to let you know what's in store for Galagan's Island: Reprymian Rising.
Please note the following was planned from the beginning and isn't things we just decide to do on a whim.
You currently have 25 levels and one boss.
For this stage of the game we will be adding the following:
Damage and Repair
~ Currently your ship's abilities scale as you progress in the game. This will not change much other than it's starting point will be slightly increased. What will change however is down scaling the abilities with damage taken and the opportunity to repair the damage to some extent. The way we will be implementing this is as follows;
You will start with a higher scaling point.
As you take damage you will begin to lose ship speed and gun speed as well as overall health.
You will go through 5 levels of action and then fight a boss.
After fighting the boss a space station will appear.
You will have 3 options available to you in regards to the space station.
You will either be able to repair you ships speed, gun speed or overall life bar.
This will continue throughout the 25 levels, which means you are about to get 4 new bosses.
Meet the Pilot
~ If you can believe it, Galagan's Island has a storyline. Although the storyline itself will be the final installment in the coming updates. You will get to meet him sooner rather than later. Turns out our pilot is also a gamer. After every 5 levels and the beating of the boss, once you go through the spacestation, you will then be taken inside the cockpit. There you will find that the pilot has his own space console that he likes to play games on himself. We will be launching a playable game from this console for you all to enjoy. Once you die in the mini game, it's back to action in the regular bullet hell of Galagan's Island.
Co-Op Mode
~ Currently co-op mode can be played with one or two players, huh?!?! To allow users to test the co-op mode we set it up so one person could play. It operates such that you fly one ship and the other mirrors your movements. We didn't just stick two ships in though, we scaled the game in its difficulty so you couldn't just destroy everything with two ships on the screen. Co-op mode took us some time to get right because we wanted to make sure the game was just as difficult as one player mode without noticing a diffence in the gameplay. We think we did a pretty good job of it...and after much playtesting we realized we really liked running two ships. We attempted to let you control both ships with dual sticks on the gamepad...but we created such a bullet hell as it is, that it became completely ridiculous to implement this without losing the fun of the game. So...what we've managed to accomplish instead, is a very nice AI for the second ship. Maybe you don't have a partner to sit on the couch and blow up space with,,,but now you will!
Linux
~ It's on it's way. Our Linux rig got fried so we've had a delay on this. The port is done, however without the rig working we can't yet playtest to check for bugs. It's coming though I promise.
Achievements
~ Yes they are coming and all the ridiculous glory that goes with the trading cards as well. We've only been holding off on this while we prepare the rest of the updates above.
Storyline
~ Yep...there's a story behind all this madness and a pretty in depth one at that. Hint: It's going to take us through 6 complete chapters of Galagan's Island! Sure hope you like bullet hells cause we aren't going to stop making them!
DLC!!!
~ After the first 25 levels are finalized with all of the above....here comes the all so glorius DLC!! Relax...breathe...it's going to be free! ːsteamhappyː
We have a small chapter of Galagan's Island that will be coming to Early Access users. It will be a standalone game that plays well with the game now and is a lil something unique to the genre. Ever want to be the bad guy? It's coming! In both single and co-op mode!
We will also be adding the soundtrack...this won't be free however...the musicians gotta get paid to! There will be Early Access pricing for the soundtrack and it will include the tracks for the DLC game.
AFTER ALL THAT
.....Galagan's Island: Reprymian Rising still isn't finished.
There is and endzone though. It's going to a grand total of 75 levels!
These will be added as it all began...in 25 level chunks.
Each set of 25 levels added to the game will consist of new enemies, new bosses (including one called The Sandman with asstes run through Google Dream...he's gonna put you to sleep), new formations (theres even one of The Shia), new games to play,new in the ship, new songs for every level and the mini game we are adding as DLC will be updated each time.
Well that's it!
After that's all done we are ouuta Early Access....and Early Access pricing as well. The game is currently $4.99 but will go up to $14.99. The entire soundtrack of approx 85 songs will go for $8.99. The mini game that will consist of 15 levels and it's own soundtrack will go for $4.99 as a bundle. Or the whole kit n kaboodle for $24.99 bundled.
So hate to say like i'm gonna say it...go tell your friends to get in on the deal now!
We hope youve enjoyed yourselves so far, we sure have!
Bullet Hells Kick ♥♥♥!
ːsteammockingː
August 27 Patch Notes: Shooting down, Control Screen, and Bug Fixes
Made it so the player can make the double ship upgrade point down by pressing Left Bumper on the gamepad or "V" on the keyboard
We now display a control screen when starting the game
Fixed a bug where on Level 21 "Rematch" the player can get stuck indefinitely in between waves.
Made the ship drop a tiny bit slower
Brought in brain guys faster/sooner on Level 15 "Abandon Hope"
Fixed a bug where the player ship kept moving while paused.
Fixed the background from sliding while paused
Fixed it so that the ship can fly in a straight line again with the gamepad joystick
Fixed a bug with enemy ships losing track of the player
August 7 minor bug fix
Fixed a bug where you couldn't move left or right from the "Co-Op Mode" button on the Main Menu.
August 6 Bug Fix and Patch Notes
Fixed a bug where Mac users were unable to leave the start screen.
Disabled non-functioning rumble features on Mac
Disabled non-functioning rumble features on Mac
Increased enemy spawn rate and formation speed on certain levels
Player no longer gets pushed backwards when firing while using the double-ship
The arrow keys can now be used to navigate the UI menus
August 4 Patch Notes
The double-ship upgrade in single-player mode now fires down.
The secondary ship can now actually be hit by enemies and pick up power ups.
Added a menu option to turn game pad rumble on and off.
Decreased sound of opening menu explosion.
Increased Main Menu BGM volume.
Turned down frequency and intensity of rumble and screen shake.
Adjusted the color of the red enemy's secondary explosion.
Made enemies continue to respawn for longer in Level 6 ("Shipwreck").
Adjusted enemy positioning to avoid hiding it behind the UI in levels 3, 8, 9, and 24.
Fixed a bug with UI misaligning on some screen resolutions.
Fixed a bug where super weapon emblems weren't animating.
Fixed a bug where the mouse could still be used to click on things despite being turned off. There is no longer any mouse input while the game is running.
Fixed a bug where enemy movement speed would be unusually fast on certain graphics settings.
Audio Bug Fix
There was a bug were the default setting for the adjustable volume was to mute all audio. This bug has been fixed.
Also, disabled the mouse cursor in-game
Co-Op Mode and UI updates are Live!
New Features/Changes:
2-Player Co-Op mode is now enabled and selectable from the main menu. Life is shared between players. If either partner dies, it's Game Over.
Super Weapons no longer fire automatically. They are now stored and can be fired with R1 on the Game Pad or G on the keyboard.
Volume Control options now accessible from Main Menu and Pause Menu. SFX and BGM can be set independantly.
Reduced screen shake intensity.
Shooting the credits now adds to the score.
Credits are now skippable.
Updated UI throughout.
Now have a health meter and a ship status display instead of a bunch of extra ships.
Added a smiley face that reacts to your ship status on single-player mode.
Updated player damage and death effects.
Updated asteroid and bullet art.
Thief enemy and captured ship shoot a new type of bullet that homes in on the player.
Thief enemy captures the player ship on 1-Player mode and shoots at the players on 2-Player mode.
Fixed a bug where the Pause Menu would disrupt the background.
Fixed a bug where Pause Menu buttons sometimes wouldn't highlight.
Fixed a bug where super weapons would give double the points they were supposed to.
Fixed a bug where super weapons sometimes wouldn't kill things.
Fixed a bug where super weapon emblems sometimes wouldn't animate.
Removed the "Reset Score" menu.
Removed the "Quit Game" button from the Pause Menu.
Changed the formula for scaling ship movement speed and rate of fire.
Increased baseline ship movement speed.
Fixed errors related to attempting to spawn too many enemies at once.
Fixed a bug where triple-bullet spread-fire would throw errors and cause lag.
Modified how the boss fades out the audio upon death.