- Fixed problem where app stayed running in the background after closing with Alt-F4. - New LLVM build with 2-3x faster performance - total overkill, but the build system was available from another project so why not!
New build - version 0065
Just a few bug fixes and gameplay tweaks in this one:
- Missiles now kill shielded enemies - Boss doors attach a little later in 1st area (otherwise tedious for newcomers when stumbling in with vanilla weapons) - Soft-lock fixes - spikey room and room respawner + switch combo (thanks Komeron) - Added in-game tip, that if you get stuck inside switch blocks they'll automatically unswitch - Fixed rare bug where gatling can appear multiple times - Added enemy auto-kill if they somehow get outside room bounds and prevent room clearing (shouldn't be possible but better safe than sorry)
New build - version 0064
OK! Larger batch of updates here - mostly first-impression type improvements for new players, as well as general game-feel stuff.
Visuals: - Cooler-looking peashooter - Better animations & FX for air jump, high jump, sprint, grub abilities, etc. - Full-size title screen (no more black bar on right) - Easier-to-see animation when enemies emerge from loot
Gameplay: - Facility seeds are picked to ensure some basic visual / powerup differences from the last facility - For noobs (who haven't reached sector 2 yet) the game substitutes flamethrower / tracer in place of fire / electric mod in sector 1-A; those high-cost mods can be a little confusing with no battery upgrades, and don't show off the shot type system & weapon possibilities very well - Removed shot speedup / knockback from sector 1-A (keeping it to essential mods early on) - Fewer enemy-spawn situations in 1-A and 1-B where the 8-direction limitation is a handicap; for later sectors there's homing, spread, bounce, etc. - Added some random jitter to propeller shot & spike ball, to help them reach more places - Added some new room layouts - Added mouse support to the menus / UIs
I've got a backlog of freelance work coming up so game-dev time might be tight the next few weeks, but as I get time I hope to add new content (player abilities, enemies, mechanics) as well as keep some marketing / promotion going.
Thanks to all who have left reviews & feedback, reported bugs, streamed the game on their channels, etc., really appreciate it!