Gunner class got some recoil reduction, mini boss sprites updated (that yellow blooded that carries the best gun), some tweaks on the challenge ramp (or enemy respawn system) and thugs momentum.
Thank you all for joining me on this crazy ride developing UBERMOSH.
If you like the game, please recommend it.
Até breve,
Walter Machado
UBERMOSH Update "Skulls"
Howdy folks, I am very happy with the actual gameplay balance and this last update extended a bit the enemy appearance variability, fine fine tweaks on the AI and on the procedural loop, now once you get all badges and score over 200 KO´s you will have skull progression on your armor (similar to that skull progression at the first 100 KO´s). Also I did some colors adjustments and a few pixels changed places.
It's been awesome and very rewarding having player support during UBERMOSH development. Thanks!
If you like the game, please recommend it.
More stuff in the pit soon.
Walter Machado
UBERMOSH Update "Thugs"
Howdy folks, you may find new faces in the pit with the increased thug appearance variability, also check a few new AI tricks to spice up the mosh, new combat track "Marauder" and trouble will get more hairy down the road with the increase of 13% of stuff on screen (time to get that Kensai badge!).
It is amazing to have your support during development and some updates may take more time due the complexity of the interactions.
Thank you all. If you like the game, please recommend it.
Ok, time to return to work.
Walter Machado
UBERMOSH Update "Steam Cards"
Howdy folks, it is very nice to compare the first UBERMOSH version on Steam early access (no terrain textures, less complex enemy AI and respawn system, no "red gun", no class mods, reduced SFX complexity, no ZQSD/Arrows support, no Xbox360 gamepad support, 1/3 of enemies sprites, 1/3 soundtrack, no Hardboiled mode, no 16:9 screen support, less ranks, less player skins, no miniHUD, reduced weapon balance, no Steam Achievements...) and the actual version.
Your feedback and support is the key to all game changes and soon we will be able call the 1.0 version of UBERMOSH.
I like the idea of cards as a fan-service, so I created some Ultakaar desert landscape views, like an expanded universe, and inspired on MTG mana cards, please check it.
Thanks guys, time to return working on the game.
If you like the way the game is being shaped, please recommend it.
Walter Machado
UBERMOSH Update v0.014
Howdy folks, UBERMOSH experience goes heavily based on amazing audio. Version 0.014 brings a new combat music track "Pyrexia" (now there are 8 combat tracks, 2 Interface tracks and 1 bonus track inside UBERMOSH soundtrack) and new tweaks on the procedural sound effects code.
Thank you all for the Youtube videos, Twitch "ubermoshing", Steam reviews and Hub feedback.
If you like the way the game is being shaped, please recommend it.
Walter Machado
UBERMOSH Update "Steam Achievements"
Howdy folks, for me, "lonewolf game developing" is where artistic expression needs meet fan service and I am doing my best polishing UBERMOSH with your feedback.
Your in-game unlocked badges can now be translated to Steam Achievements.
More content soon.
Thanks you all for the support, twitch streamed bullet cutting, youtube videos, reviews and feedback.
If you like the way the game is being shaped, please recommend it.
Walter Machado
UBERMOSH Update "Bullet Orchestra"
Howdy folks, version 0.013x got an amazing SFX update, you will have to hear it.
Balancing goes with the single-shot gun being more powerful and having extra destructive effect after being cutted.
Cosmetic UI update, gunner first weapon changed and a few new tricks for enemy AI.
Thank you all for the feedback, wild mosh on twitch, youtube videos and Steam reviews.
More content soon.
If you like the way the game is being shaped, please recommend it.
Walter Machado
UBERMOSH Update "Rising"
Howdy folks, if you check your UBERMOSH OST folder or inside the music section of your library you will find the new track "Rising" a mix of tribal war drums and heavy guitars with core distortion. Now we have 7 combat tracks (Rising included), 2 menu tracks and and 1 bonus track. New armor will unlock once you get 200+ score and all the badges. The procedural level generator code got some tunning to give you more block variation and a little correction on the color palete.
All updates got inserted on version 0.013, soon more content.
Thank you guys for the reviews, youtube gameplay videos, and feedback (that is also a thing that the colony can not provide).
If you like the way the game is being shaped, please recommend it.
Walter Machado
UBERMOSH Update v0.013 "BADGES"
Howdy folks, now you have in-game badges, that will probably link to Steam Achievements in a future build. There are still lots of ideas to be tested and it is amazing how player feedback can improve the final quality of the game. I will keep polishing it and inserting new features as soon as I have it running so you will be able to see each layer of the game being attached during development.
Thanks for the support, reviews, youtube videos and ideas shared on the hub.
If you like the way the game is being shaped, please recommend it.
Walter Machado
UBERMOSH Update v0.012 "CLASS MODS"
Howdy folks, you asked for a "Gunner full_auto mode" and a "full melee based Kensai instance": you got it. Wanna race to high scores sacrificing your safety? Grab the Warlock class mod. You can still play with Green using her classic flexible combat style, check CLASS MODS on top left screen.
Thank you all for the fedback, support, reviews and ideas shared on the Hub.
If you like the way the game is being shaped, please recommend it.
Time to return work. See you all on the next update!