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Devlogs

Recent Updates

UberLoop
A browser Survive made in HTML5

Focus: Character Balance + Character Select Improvements

Character Skill/Stat Balancing

  • Reworked growth stat naming to clearer multiplier semantics in CharacterPerXpLevelGrowth (for example MaxHealthMultiplierMoveSpeedMultiplierAttackSpeedMultiplier, etc.).
  • Preserved existing prefab/asset values during rename using serialization migration attributes, so current character tuning data stays intact.
  • Updated HP regen growth behavior so HpRegenPerMinuteMultiplier now adds a flat amount per XP level (for example value 10 = +10 HP/min each XP level), matching intended balancing behavior.
  • Kept per-character progression scaling integrated with existing RunProgression stat refresh flow.
  • Clarified and verified kamikaze damage behavior and nuke damage path via temporary diagnostics, then cleaned diagnostics afterward.

Character Select Menu Updates

  • Character growth sliders now read the renamed growth multiplier fields consistently.
  • Fixed slider value clamping to use each slider’s authored <span class="md-inline-path-prefix">minValue/</span><span class="md-inline-path-filename">maxValue</span> range (instead of generic 0..1 behavior), improving accuracy.
  • Restored attack speed growth slider source to growth-per-level data (AttackSpeedMultiplier) for consistency with other growth sliders.
  • Updated Total stat computation to reflect displayed growth stats logic:
    • Excludes non-displayed growth fields (like jump/slide/aoe/auto-target/crit-dmg).
    • Includes requested displayed growth fields.
    • MaxHealthMultiplier was re-included per latest request.
    • Total displays with two decimal places.
  • Added runtime version label formatting on character select as V.{Application.version}.

Combat/Attack Reliability Fixes

  • Improved ranged enemy attack robustness: if queued animation-event projectile fire times out, enemy now fires via fallback and logs warning instead of stalling attacks.
  • Fixed damage popup showing Infinity on kamikaze self-kill paths by clamping popup display to actual finite dealt damage.

Projectile/VFX/SFX Fixes

  • Skeleton slash projectile visibility issues on mobile/WebGL were corrected by restoring proper material setup and compatible render settings.
  • Bullet spawn SFX behavior adjusted so shot sound plays at projectile spawn context (not impact), with configurable pitch variance.

Stability/Build Verification

  • Repeatedly compiled with dotnet build "d:\UnityProjects\Square\Assembly-CSharp.csproj" after substantive script changes.
  • Incremented project bundleVersion on each requested modification cycle (currently progressed through 5.0.46).
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