Patch notes - One of the most frequent feedback I've received was that it's very easy to unintentionally click outside of the game-window during play and disrupt the game.
Well, I fixed that! you'll regain control of your mouse when the game is paused.
- Fixed an issue where keyboard is locked whenever a controller/gamepad is detected as being connected, even if you are not actually using said controller. Now the controls will automatically switch to either controller or mouse+keyboard depending on which you last use.
- Performing a jump from a platform might have made you drop down from it instead because of pressing ever-so-slightly down on the analogue-stick. That is fixed now, only more obvious down-push will be registered by the left analogue stick.
- Aim-assist is now more precise and snaps easily from one target to another.
- Engaging in Free-aim gives you a slower but finer control over the Crosshair.
- Aim-assist can now also be turned off if you so chooses!
That is all for this patch. Please do not hesitate to report any other issues you encounter!
Happy playing! :)
FIRST ACCESS available now on Itch.io!
Gunkid 99 is now available on Itch.io for FIRST ACCESS!!
https://yongjustyong.itch.io/gunkid99
What is First Access? It's functionally the same as Early Access, where you can help me shape and improve the game with your feedback. Except it's only available on Itch.io.
So why not have early access on Steam then? Well, early access is not what it once used to be, these days an early access release on Steam is more comparable to a full release. If I release the game on Steam now as is, it will very likely be buried immediately.
If you get Gunkid 99 on Itch.io now, you WILL still receive a Steam key once the game is ready for release here on Steam! (you can wishlist it to be notified of full release)
The game is available now for USD$4.99, with a 10% discount until 21st Oct.
Oh, and I also made a discord channel for the game, come on over for a chat.
Discord Invite: https://discord.gg/XCVew3K
Demo updates and fixes
Hi there, thank you to all who've played the demo. Some updates and bug fixes:
- Fixed camera issue for certain stages (thanks to Sky and StandoPawah for the report).
- Mouse can no longer leaves game-window during combat. Pausing the game will still allow you to go beyond the game-window.
- Weapons for sale in the Shop will appear in the Training Room along with other unlocked weapons so that you can try them out first before deciding if you wanna buy 'em.
Please do not hesitate to leave a comment either here or in the Bugs report if you encounter anything that do not seem to be working as intended!
It's mostly due to 99999 being a over-populated 'word' on the web, particularly on youtube.
Stay tuned for more updates!
Devlog: Weapons!
Development has been chugging along smoothly. I've been hard at work creating unconventional weapons that I think will add to the game quite nicely and give players the option to try out more varied play-styles.
First up, Boomerang! The Boomerang is powerful but can be quite tricky to use. Only throw the Boomerang at the right moment or you'll find yourself defenceless without a weapon on hand. To compensate for its vulnerabilities, the Boomerang will destroy any enemy projectile it touches.
Void-gun. The Void-gun shoots dense energy balls that detonate into a blackhole-like force-field upon reloading the gun. The energy ball will also detonate when it touches solid walls. Be careful though, while you will not be affected by the force-field you can be hurt by the final blast.
Wheel-blade. It might have a rather short range, but it absolutely cuts through any enemy it touches. Holding the fire-button will extend the Wheel-blade's reach and increase its spinning speed.
Laser-beam. Ammo automatically replenishes when you're not firing. But if you ever hit Zero it'll overheat and take longer to recharge, so be careful and show some restrain!
P.S.
I've been having second thoughts about the name of the game. My reasons for naming this game 99999 were:
- It's easy to remember.
- 99999 gives off a sense of being a high-score, which I think works well because getting a better high-score is a core focus of the game.
The cons:
- It seems a little bland and uninspired. It lacks...character?
- It is very difficult to find the game on certain places like Youtube, where videos of other games with high-scores frequently have 99999 in their titles.
Should I change the name of the game? Let me know what you think. ( I'd seriously appreciate it)
Demo release!
Hi all!
The demo is finally in a state where I think it's suitable for release on Steam! You can now download the demo from 99999's Store page.
I've made some significant changes after all the feedback received from the previous versions of the demo.
Onto the changes:
Hit Sprites Amid the chaos, it can sometimes be hard to tell when you get hit. Hurt sprites and animation is now a lot more obvious. Because of the longer animation, recovery time(you can tell by the player sprite fading in and out) is also extended for balance.
Movement Pressing the down button meant the Player-avatar would get stuck in the kneeling position even if Left/Right was also being pressed, this was an especially common problem when using a controller(moving with analogue stick).
Now, Left and Right directional press take precedence over the Down button. Your avatar now continues to move so long as Left/Right is being pressed.
Going down Platforms Previously pressing Down + Jump allows you to pass through platforms one at a time. Now you can speed through them so long as you hold down both Down + Jump buttons. You can even do so while in mid-air to speed up the action (previously you can only do so while grounded).
Dodge-roll and Wall-cling Previously doing a dodge-roll while next to a wall meant that you'll lose the wall-cling and fall quickly down. Now you'll continue to wall-cling even while doing a dodge-roll (should you not want to stick to the wall, going the opposite direction will make you lose the stickiness).
Screenshake I have gotten plenty of comments, both good and bad, about my implementation of screenshakes. I get that screenshake is very subjective, and personal tastes vary greatly. The default screenshake is now toned down from before. But more importantly, you have the option to turn it off completely if you want to (or put it to max, if that's your thing).
Difficulty The feedback I've received regarding difficulty tend to be that it is too difficult in the beginning, and actually becomes easier by the end instead of harder(at least to those who didn't give up immediately). That also led to some players feeling a lack of progression because while they got better, the game's challenges did not keep up.
The difficulty has been adjusted and it is now much easier in the beginning to give players the time to learn and get used to the game's controls. The difficult gradually ramps up to give more of a challenge as one progresses.
Shop Items and weapons costs have been greatly reduced. Since my intention is to encourage the use of new items/weapons and experimenting with different combinations, it makes a lot of sense to reduce their costs. Hopefully this will also help those who are struggling to adopt different strategies with the use of various item abilities.
Future updates The first thing on the to-do-list is to add global leaderboards! Since the whole point of the game is to challenge yourself to obtain a higher score (hence 99999? no?), I think it'd be cool to know how you fare compared to other players.
Thanks for reading. Please do try the demo and let me know what you think. Feedback is always appreciated!
Hi all!
This post will be a basic introduction on what kind of a game 99999 exactly is.
To put simply, 99999 is a fast-paced, high-score, arena-shooter inspired by Super Crate Box.
And just like in SCB, you earn points by collecting weapons which spawn randomly across the map, and of course your weapon then changes. The huge number at the top of the screen is a count-down that happens when you leave your weapon uncollected for too long. I chose to do this to ramp up the urgency and increase the pace of the game.
As you progress through the game you’d unlock more theme-Worlds, more stages, and of course, more weapons.
You can also equip special abilities and choose your weapon loadouts to utilise different strategies and customise your play-style.
In the above gif the ability, “Explosion Collection” is equipped. The Ability creates a mini-explosion that kills enemies upon contact whenever the player collects a weapon.
Here is another ability. “Final Stand”. It activates when the Player has only a single heart(health) remaining by wiping out all enemies currently on-screen.
That’s it for the basic introduction of 99999.
It’s currently still in development, but you can try out the demo in the meantime!