Devlogs
v0.0.25 Bug Fixes
Bug Fixes and Tune Ups
v 0.0.25
Features:
MAP & MODES-
- v1 now heals 1 full heart between levels
- Health Packs now spawn on every v2 level (and some v1 levels) they heal 1 full heart on pickup (placeholder graphics)
- Counter that displays the number of remaining enemies on your current level
VFX-
- Added trail and explosion particle to bombs
- Redid visuals for projectiles, honing in on a final look
SFX-
- Tick and explosion sound added to bombs
- Sniper shot now has a sound
MISC-
- Pause Menu Added (placeholder graphics)
- Can now scale the resolution to increase performance in the pause menu
- Results screen now includes the totals
Adjustments:
MOVEMENT-
- After a level transition player now gains control when they land instead of still in the air
COMBAT-
- LaserBeam guard cost reduced (25→20)
- Melee Slasher knockback reduced (1500→1250) and guard cost increased (40→50)
- Sniper knockback increased (400→700)
- Projecticle guard costs increased (5→10)
- After a guard break you now have .3s of recovery i-frames
- Adjusted sniper’s charge timing
MAP & MODES-
Nearly all the levels skewed too high a difficulty
- Balanced the the second half of v1 levels
- Reordered and balanced all of v2 levels for a more satisfying difficulty curve
Bug Fixes:
ART & ASSETS-
-Optimizations to grass foliage
MOVEMENT-
-Player can no longer stand on top of melee enemies (and so can longer get thrown off them either)
COMBAT-
-Fixed bug with enemies still being able to deal damage for a short time after death
-Fixed turrets being able to shoot through the floor underneath them
MAP & MODES-
-v2 levels are now numbered correctly in the results screen
-cleaned up results screen a bit
VFX-
-Fixed UV causing visual artifacts on flowers
-(while I was there I fixed an issue with smaller flowers’ stalks poking through the bloom)
-Fixed issue where blocking lasers would spawn a new block particle every frame