This new grid-based random-room system is going to allow for a crazy amount of unique levels, while still having handcrafted rooms, traps and challenges. The first version of these levels is the Lab setting, but I've got plenty more on the way (including a Missing No. version, which will smash all the different settings together into a weirdo franken-level).
Some gameplay of the new level system in action:
In addition to the level change-up, I've added some more upgrades and mechanics.
First up we have the flammability
Every monster and every object now has a flammability rating (as well as a "wet" rating, but let's stay on topic). This makes them less or more likely to catch fire naturally from environmental fire sources. The most obvious result: Set fire to some boxes, and watch enemies catch fire. Fun! The wet / flammable system is going to be developed further in the background with things like Water Bombs, Electricity Effects, etc etc etc
But this is also going to play into the rare-enemy mutations- some will be impervious to getting lit. Some will PREFER to be on fire and suffer no damage.
There's also a new Passive upgrade which turns any weapon you have equipped into a fire-variant. First level yields a 50% chance to ignite. Second level = Fire All the Time.
This combos in some interesting ways, especially with the Wifflebat, which has no real damage, but high knockback. It's designed to be used with all the projectiles in the environment, and if it has the fire-upgrade, these turn into flaming projectiles. Pretty fun!
New Passives
Plenty more on the way, but here are a few new ones
Tiny - Shrink your character down, and you can now hide behind any object (enemies will not see you). Normally you are hidden from view behind particularly tall objects, Tiny applies this to ALL objects.
Strong - Add a small Damage Up, and move all objects super quick!
HotSauce3 - Add Fire to your equipped weapon. Stacks up to 2x, with greater ignite % for each level.
Sharp - Small Damage Up to equipped weapon.
Unlockable Characters
As seen above, there are now silhouettes of new Characters, which will be unlockable through different methods. Right now we just have the Egg, which is unlocked by getting lucky on the Passive Upgrade drop - this will appear as a Green upgrade token. Once unlocked, the Egg will be permanently selectable in the upgrade room. Simply run into the character and it will swap. Each character will have different stats and unique abilities. Egg has low HP and speed, but higher damage and knockback added to any weapon. Plus he's rad!
Monster-Doors
I've been thinking of ways to slow the player down that didn't resort to just "wait until the timer completes", this wasn't very fun. So instead, doors have a chance to be yuckified with a Monster Door. These are immobile chunks of fleshy grossness that you'll need to destroy to pass. Initial version is the basic model, but there will be versions which can lash out, shoot projectiles, or alert the enemies of your location.
Exit Goal
Finding a fun exit / win-condition has been tricky, for now I've settled on the simplest : Every level has a number of Junk required to exit, which will be marked on the door. Collect enough Junk, you can safely leave. Easy peasy. Eventually this will lead way to a little boss fight, but for now, this is working out to be pretty fun and simple.
Bonus Level
Find a Secret Coin to access the Bonus Level! This will reward an additional random Passive Upgrade. I think I've talked about this already but here it is some more. Planning to add different types of Bonus Stages in the future as well.
Check Your Keybinds!
Especially if you're playing on controller, check your in-game keybindings. I've been experimenting with different control schemes and I've landed on, for me, the best version yet. Feel free to play around with what suits you best, but this allows for true twin-stick action, and feels extremely fluid once you get the hang of it.
Movement - Left Stick Aim - Right Stick Attack - Right Trigger Grab Object - Left Trigger Rotate Object - Right Stick Press Ability 1 - Left Bumper Ability 2 - Right Bumper Open Door / Use - Y / North Face-Button Stationary (Lock Movement) - Hold A / South Face-Button
What's Next?
Game is done! Congrats me!
Just kidding. We're only getting started!
Next update will bring in a different level setting, a new win-condition ("GET TO THE CHOPPA"), new enemies, upgrades, unlockable characters, and achievements. To be specific:
More Room Variants for Lab Levels, <*> Mansion-Themed Level is Next, <*> Overrun City to follow that, <*> 3 New Enemy Types <*> More Monster-Door Types <*> Periodic Upgrades
This is the general roadmap, really looking forward to you all playing this and letting me know what you think!
As always, greatly appreciate the support. If you'd like to leave direct feedback / talk about cool movies and stuff you're into / meme, we'd love to have you join our SUPER SMALL but SUPER RAD Discord Server.
Love yall! -Alex / Puke&Guts
BIG Update
Full Update Notes coming tomorrow, I am extremely done for tonight.
Short version: -Procedurally generated levels -Lots of new upgrades -Unlockable character(s), just one for now, plenty more on the way -Tweaked AI, weapon stats, lots of little changes.
Coming Soon: Procedurally Generated Dungeons
The next update will feature, among other cool stuff, some procedural dungeons. I'm still going to create handmade levels showing off cool set-pieces and unique mechanics, but this will give you a longer run, more time to build up cool runs and combinations of upgrades. It's been a big process but I'm very close to release!
The first version I tried was a node-based connection system which resulted in some pretty wild maze designs, but it also made it so there was only ONE valid path to reach the exit. This ended up going against the spirit of the game, where you'll mostly be outsmarting enemies and creating traps.
I scrapped it all, and created a grid-based system which allows for loops and better designs to emerge. Right now it's just the Lab setting, but this will be extended into all of the different level themes.
Lots more coming down the pipe, just wanted to send out the smoke signals - development is very much still ongoing.
As always, thanks for the support!
Join the Discord to get early sneak-peaks and give any feedback or questions about the game.
<3 -Alex
EGG! + Update Routine
EGG is dropping soon! He's a bit slow but he packs a punch!
I'll be adding a few new characters to play as, each with their own stats and in some cases, unique abilities only available to them.
As for updates, I'm going to slow down to releasing one every few weeks or monthly, this way I can share a larger amount of new features each time, rather than the small mini-updates I've been releasing. We'll see how this goes, if it feels better to do the smaller releases then I'll just revert back to that!
This last one has been a bit of a battle but I'm almost ready to add it to the game proper. I'm still going to be making unique levels from scratch, but this should help add some extra play time and let players build up cool and unique builds with all the coming items and upgrades.
As always, appreciate the support and feedback!
Join the Discord to get early previews and give your feedback and input. Cool ideas? Let's make it happen!
Peace!
Fire Patch!
Had a good suggestion from one of the Discord group members about improving the Hot Sauce. We agreed that just tooting out a single fire was pretty weak and useless.
So Hot Sauce now creates 4 fires instead of just 1.
And then I got carried away, and added the ability for fire to spread from-and-to enemies and objects.
Passive Upgrades: Cork - Adds extra Knockback to currently equipped Weapon! Incognito - May be a bit hard to see the effect, but basically this increases the possible area for enemies to wander around. Should make them a little less magnetized to your position. Stacks up to 3x. Synergy - Picking up Junk heals you for a stronger amount. Candlewax - Adds Fire resistance to the player, stacks up to 3x. Vitamins - Small Health over-time.
Active Abilities: Hot Sauce - Hold to get a speed-boost, and toot out fires. Hurts so good! Hot Sauce 2.0 - Hold to get a speed-boost and toot out mini-explosions. Hurts even more! Barrel Butt - Hold to get a speed-boost and toot out barrels. Eventually there will be a passive which can make these explosive, or slow-down, or junk-wall barrels! For now, they add a bit of defense and projectile options.
Weapons: Wrench - Smack props to repair them up! Uses Junk-Power though! Wiffle Bat - No damage but BIG knockback! Great when combined with abilities or projectiles.
Cape! - Just another fun cosmetic to use, can be accessed from the Upgrade Room! All cosmetics are currently in-game-free (will never cost real money though). Eventually you'll need to unlock these with the in-game Junk Points.
New Level - Lab002: Smaller level, good progression from Lab01. Introduces the Seeker and Boomer enemy types.
Secret Coins + BONUS Level Each level now has a secret coin with randomized location. Once collected, will allow you access to the Bonus Level (if you survive!). Bonus Levels are planned to be super short mini-games which let you unlock an extra Passive Upgrade. Current Bonus Level is a Plinko-style game, but more are planned!
COMING SOON More Levels - Nasty Beach, Blighted City, Lava Dunes & More! Reticle Customization + Unlocks - just something fun to use Junk Points on. More Steam Achievements - just takes time! Expect to see a ton more achievements though. MORE Upgrades - Tons more upgrades planned! Fishing Hook, C4 Hi-Five, Remote Mines, Turrets, and loads of passives to synergize. Full Local Co-op Support - This is extremely close (and technically functions currently), just working on best way to bring it in fully.
As always appreciate your support and feedback!
Join the Discord for sneak-peaks and to help out with ideas / suggestions