November update has arrived! We've added a new level - an obligatory "spooky evil lava planet" level for the baddies ;).
Also, due to popular demand (ha-ha), everyone's favorite space race is now in the game! Don't worry, it's just a bonus secret level. I'm sorry, but we couldn't resist to troll you a little ;). The level's access is hidden in the last big pyramid in the Giganteria level.
Another big change is an addition of game modes. Previously you were choosing starting difficulty between Casual and Normal. Casual was a self-contained game without progress on difficulty 0 and Normal had the progress to infinity (difficulty 1,2,3,...).
Now you choose game mode instead. All game modes progress in difficulty to infinity, they just differ in rules of play. In casual the enemies are still weaker, you have more stuff from the start and you keep all score as money when replaying levels, just like before. We also made some preparation for third game mode - Hardcore - for real maniacs. But it's not working yet. If you choose this one, it's like playing Standard at the moment.
List of new things:
New levels: lava planet, secret race level.
New section in tutorial to introduce devices.
New device Energy Barrier that is part of the ship's loadout from start.
More new devices: Hull Boost, Kaboom, Double Dragon (Hard), Arcaball (Nightmare)
New equipment: Scavenger, Quazitron Module (Hard), Fridge, Central Heat Sink, Device Connector (Nightmare), Demolisher (Hard)
New bombs: Vandal, Black Friday, Hell's Bells (Hard)
UI: Mission Failed screen. New Hero faces. Font size option.
Reworked game modes. Casual now progresses in difficulty, just like Standard.
Preparation for Hardcore mode. (Not working yet.)
Various tweaks and fixes as always.
This update is a sort of intermediate one. We plan to add big change to a difficulty in the next one, where we add new features to the enemies on higher difficulty levels. This should make play more interesting, because the challenge will no longer be just about toughness and number of the enemies. But this is a major addition that it will take some more time to create. So it has to wait for the next update.
Also missing bosses will now be the top priority for the next upcoming updates.
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As always the update will be on beta branch for about a day. We'll make it the main version ("last stable"), if no reports of things being horribly broken arrive. You can try beta version immediately - just right click on the game in Steam, go to properties and tab "BETAS" and select "upcoming" version.
JETS'N'GUNS 2 - OCTOBER UPDATE
So after much delay and some technical difficulties the October update is live!
As always, the newest version will be available in "upcoming" beta branch to avoid disruption of the last stable version. If you want to try it, please open properties of the game, go to BETAS tab and choose "upcoming" version as your active beta.
The balance of the game is probably still off, but the numbers has been tweaked a lot in this next iteration. We also added bunch of new weapons to smooth out the transition to the higher difficulties.
We've added a new level. Dreaded Beer Empire is back with all its bottle powered weaponry!
Another major change is in UI, where we enlarged the game's font to improve readability and prepare the game for Nintendo Switch Version in future (definitely happening now).
Here's the quick list of changes:
New level: Beer Empire
New guns on Normal: Viper Gun, Clint Chaingun, Superkiller, Blackfist, Kaiser Franz
New guns on Hard: Super-Tornado, Xetec, Flamethrower, Kaiser Leopold, VX Quattro
New guns on Nightmare: Tesla Devastator
New Kaiser set effect: automatic cannon turret on the ship.
New devices: Total Cooler (Normal), ShockWave (Hard), Time compressor (Hard).
New missiles (all on Hard): Nova, Tigerfun, Trident.
UI change: larger font, debriefing screen.
Various minor tweaks and fixes as always.
Jets'n'Guns 2 - August Hotfix
Here comes the next iteration of the game balance. Hopefully less broken than the last one. We strongly suggest to start over for those, who previously reached some ridiculously high difficulty levels due to the fact, that the game used to be way too easy. Right now we focused mainly on difficulties from 1 (normal) to 4. It is still possible to get to places, where the enemies are way too tough to kill, but we'll deal with infinite play later.
Please let us know how much money you have in total at the end of each difficulty level, if you can (sell all items first). Right now the score is following the same function as enemy toughness, but we may need to change it.
We've also added a new gun: Hydra. It should be an example of end game plain cannon. We needed some dull standard gun, because Hexagun's shooting pattern is too weird and doesn't represent standard high end gun well.
Here are the changes:
Adjustment to all HP and score factors for the levels.
Adjustment of bomb power and prices.
Shops generate all guns again.
New item: Hydra.
Fixed bug with lost controls after a death in co-op game.
Minor fixes to Kong 25 boss.
Zeldor + Panic Attack combo now works.
El diablo can't burn hero to death. Burn damage stops at 1.
Some other minor item and level tweaks.
JETS'N'GUNS 2 - JULY UPDATE
July update is here!
After skipping June for various reasons we are here with a new update for the game and this one is scary. The game went through MASSIVE overhaul of enemy toughness, weapon power and prices. It may be all totally broken :D. (Hopefully it's not!)
Please test it and let us know how off it is. We will use the info to move forward towards the more balanced experience. Until now the values were very off and we did not expect any better, but now we have enough levels already to finally start with some proper balancing.
What's new in this package:
Biggest change: major adjustments to enemy toughness, weapon powers and prices.
New level: Asteroid Field
New level: Quantum Research Base
New weapons: J.C. Superstar, Side Arm, Toxican, Zombie Blues (all on Normal)
Alright! We are back with a big May update! Sorry for the silence, but it was tough and we had to fully focus on the work to pull it off.
First of all, we are adding two new levels. Both turned out to be more challenging than we expected. Starway Alpha reuses graphics and enemies from the previous level it follows, but due to its high speed it is a long one and it was a lot of work to build the whole thing. The insect level brings in a whole new environment and enemies.
We have two big additions to the core game mechanics: loadouts and 2-player local co-op. Both features are very experimental and it's unsure it will work in its current form, so we need some feedback. Especially the co-op might turn out not feasible, but we'll wait with any decisions after we gather some reactions.
We are also adding a whole batch of new items:
New weapons: Shogun, Vulcan.
New bombs: Acid Cloud, Monkey Maniac.
New gems: Anarchon, Magnetrix.
New device: Loadout Swapper.
New equips: Cooling Fan, Heat Valve, Panic Attack, Zeldor Armor.
... and many bug fixes and adjustments as always.
Jets'n'Guns 2 - MARCH UPDATE
March update is here with a brand new Atarix console and its ultimate challenging mini-game: Mortal Tetrix! What level can you reach before the growing speed crushes you?
The update itself is little smaller as the month was cut short by our previous update and also we had to dedicate some time to clean up the project in preparation of future bigger bundles of new equips, devices and weapons. But it's not all just improvements of inner works of the game. We still have a new batch items to test!
The main star of the update is Atarix of course:
Cargo crates can be hacked and drop some trash items to sell.
Atarix can be trained for auto-hacking.
A new mini-game Mortal Tetrix.
Other new items:
Weapon Hexagun. Available on Nightmare.
Device Rotary Cage. Available on Hard.
Gem Angler Mangler. Available on Hard.
Bomb Dragonball. Available on Hard.
Bomb Cauldron. Available on Normal.
Miscellaneous items Teddy and Wander-Wurst as rewards from cargo crates.
Bug fixes and other changes:
Fixed bug with firing AM devices even without AM.
Two Focuses or two Repulsors should no longer interfere with each other.
Repulsor shows in shop. (Wasn't showing before due to a bug.)
Fixed saving after Alt+F4.
B-1 bomb can be upgraded now to make it consistent.
Properly implemented leaderboards. Can be tested with Mortal Tetrix.
The next month we'll bring the focus back to new levels and enemies!
Jets'n'Guns 2 - delayed FEBRUARY update
Hey everyone! Here we are with our "February" update. With a bit of a delay because we needed to take our time with some of the new types of enemies.
The core of the update is a new level. Hopefully, it's gonna be fun and quite challenging (it was for us). We also have several smaller changes:
Fixed overheat cheating when you press fire repeatedly in the overheat zone.
Fixed Stingray damage on levels 2-4.
Blast Projector now catches and redirects shots of the main gun, if you have at least one drone. This means main gun will stop shooting in such situation. This should limit power of the equipment.
New item Jet Pack (device).
New item Godfinger (gunbot).
New item ElectroBall (weapon).
Fixed level meter in shop TV, when player does not have enough money.
Jets'n'Guns 2 - JANUARY UPDATE
January update is here! For safety reasons we put it in the "upcoming" beta branch for now. We'll switch it to main branch and distribute it to everybody shortly, after we check that nothing got fatally broken. If you want to test it immediately, do this:
In Steam client right click the game and select "Properties".
Select tab labeled "Betas".
Change "Select the beta you would like to opt into" to "upcoming - Upcoming version".
After the December release we had to focus on all the feedback and requests primarily, so no new levels this time. But we have a lot of changes - mainly in UI - that need to be tested. Please give it a quick look and let us know in the discussion forum, whether we moved things in the right direction.
UI:
Reworked item categories in shop. No more tabs. All categories are listed in one panel now.
Reworked controls in menu. LMB always selects. RMB is always an action, specific for the context.
Improved gamepad controls in the shop. Added trigger+stick combo for a faster navigation.
Auto-sorting button for cargo inventory.
Profile menu has now ranks and added "death angel" badge under the portrait.
Profile menu displays more gameplay statistics now.
Reworked options panels. We have added: sound panning, max FPS, HUD mode, ship outline, mouse controls setup. You can assign up to 5 mouse buttons now.
Reworked HUD and mini-HUD on the ship.
New boss meter. Now capable to display for multiple bosses.
New items:
New equipment: El Diablo Removes heat limit, but you can also burn yourself!
New equipment: Hellfire Generator Heat now increases weapon power.
New equipment: Bomb Duplicator Every bomb drop is two bombs actually.
New equipment: G.E.M Connector All front G.E.M.s affect main gun only.
New device: Repulsor Changes the distance of drones.
New device: Shrinker Makes the ship smaller but also weaker.
Item changes:
Fixed minimines. They explode only on the first contact and they work with all bombs properly.
Bigger spread for disco bombs. They are less precise.
Flipper flips drones correctly. It also works with Focus now.
Circulus drone count is leveling from 1 to 4 now.
Blast projector now transfers one shot with lowered power only and generates no extra heat.
Magnavolt and VX Master Blaster are weakened.
Gameplay:
Scrolling speed has been slightly slowed down.
Major rework of heat. It only builds up while shooting now. It dissipates faster but the gun-jamming penalty is the same.
Crates and containers are not damaging the hero when falling on the ship.
Mouse controls + Aim Enhancer work together now (well, it does something :) ).
When collision catches hero's ship on the left edge it kills it instead of teleporting to a safe area.
Fixes:
Checkpoint now stores info about collected secret level.
Necro Titan no longer enters unkillable state (hopefully).
Great many minor tweaks and fixes has been added to the game.
This update was focused on technical stuff. We need to improve some core functions of the game like shop or heat (more heat handling items like central cooling coming soon!). Please give it a quick test and let us know, what you think.
In the next update will be mostly about the new content - adding level or two, enemies, etc. So there will be more new stuff to play! Stay tuned!
JnG2 Update #2 - The fight before Christmas
Merry Christmas to everyone! We dusted off our last year's joke with Xmas Mayhem level and turned it into an actual playable part of the game! It's a winter reskin of the Pirate Base level with some cheesy Xmas jokes in it, which was used for a video last year. And now you can have a bash at it yourself!
However, it's not gonna be so easy, no no no. Xmas Mayhem is a secret level that you must actually discover first. But let's be honest, it's not that complicated. We want you to play it obviously ;). The level also contains three new Xmas-themed weapons hidden in it. Happy treasure hunting!
The whole exercise wasn't just for fun. The update adds several new features useful for the game in future. Namely:
Secret levels.
Set items.
Collecting of special objects throughout the level.
Some basic assets for future ice/frozen level.
We've also added mouse control and several minor bug fixes. To make mouse move the ship, go to Options, Controls tab and switch Player 1 controls to "Mouse". Keyboard still works, but now the ship reacts to the mouse as well. The Aim Enhancer doesn't work properly with it. We still have to figure out, what to do with the combo.
Have fun with the Xmas level and we wish you happy holidays and the rest of 2018!
Jets'n'Guns 2 update #1 - Hotfixes
Here we are with the first hofix for the game.
Main issue to solve was the problem with .NET that stopped many people from even starting the game. It was necessary to have the latest version 4.7.2, because Microsoft removed and then put back certain feature into the framework. This should be resolved now and the game should run with .NET version 4.6 or better, as advertised.
We also tweaked heating of weapons a little bit. Heat sinking is slower now, but works all the time, even during shooting. This forced us to reevaluate heating of all weapons as well. Weapons should generate less heat overall now and weaker guns don't even raise the heat on their own.
Xenon has reasonable DPS now, more in line with other bombs.
We also addressed several minor issues in shop, like buying items without money and others, typos and various other small bugs.