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Devlogs

v0.3.0 patch notes

Null & Void
A browser game made in HTML5

New Changes

  • Reworked the menu UI (again!)
  • Reworked the planet & moon shaders to fit the game theme more
  • Reworked the Ship shaders to fit the game theme more
  • Added thrusters to ships in battle
  • A planet / moon will now glow if you own any sibling moons or parent planet
  • Legendary items in the shop will now glow
  • Added a pause time button to the battle screen
  • Added 2 new planets and 1 combined planet

Targeting system

  • You can now assign targeting modes for the units in your fleet which are remembered in between battles
  • You can shift click to select multiple ships to assign their targets or targeting mode
  • You can see and adjust the exact list / order of targets for each unit in your fleet
  • Adjusting a target list for a unit mid battle will cause it to focus its new #1 priority. 

Balance

  • Debuffs are no longer applied if no damage was dealt
  • Arc chain damage is now calculated based on damage dealt instead of the damage stat of the ship causing the chain
  • Generally lowered the prices of most ships and planets a smidge 
  • Reduced the base fire rate of most ships from 1 >> 0.5 per second
  • Glacier sub projectiles damage reduced 100% >> 30%
  • Skotur fire rate increase lowered from 1 >> 0.5 (decreases by 0.1 each trigger)
  • Neptune fire rate increase lowered from 100% >> 40%
  • Neptune damage decrease lowered from 90% >> 33%
  • Nereid fire rate increase lowered from 5% >> 2.5%
  • Proteus heal amount lowered from 5 >> 2.5
  • Fire rate augments changed from a flat increase to percentage

Bug Fixes

  • Combined celestial moons were appearing in the map screen
  • Medium and Hard odysseys were not spawning the odyssey panel upon completion

The main goal of this update was to try to achieve a more consistent theme across the games UI, planets and ships. Let me know what you think of the games new look as it is quite different to the previous version, although there is still some more tweaking to do in some areas such as the map screen.

With the newly added targeting system I have made balance changes to attempt to slow rounds down when you get later in the run, I want to allow the player to have more time to react and retarget their ships if they want to manage their fleet mid battle. The addition of the pause button should also help this as well. I still think your fleet is still able to gain way too much damage too quickly in the run, where your fleet will just one shot enemies. As I continue to add more features and difficulties to the game I will be able to further refine the balancing to give players an advantage when using the targeting system well.

Files

  • v0.3.0 Alpha Demo.zip 221 MB
    16 hours ago
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