Great to see you're incorporating feedback from previous DDs. Love how the watchers have different spawn circles depending on their appearance. Mines and fire watchers spawn circles are way too similar still (I noticed they are red and yellow when I rewatched the VOD, but I didn't notice that during gameplay). The red barrels are much, much more noticeable, which is great - now I can die to enemies and not to barrels!
Upgrades are a VERY welcome addition, so is the tutorial. I also dig the "Hold the button to mix stuff", also very welcome.
The only thing of note right now - all enemies are weak to poison, so you can ignore mixing most of the time. Though I guess this won't be an issue once there are more enemies.
I like the visuals and systems in this game very much. It just looks like it's floundering a bit to put that together into something that's balanced and fun to play.
The control scheme feels a bit confusing in the beginning. It's counterintuitive how left click is an action and right click is a switch, whereas Q is an action and R is a switch. I often found myself being tripped up by expectations of having all actions on mouse click and all switches on the keyboard. It's very difficult to move around while pressing Q. E being reserved for interactions is weirdly asymmetric as well. Thankfully, you can change it. I changed my alchemy button to ctrl, weapon change to the scroll wheel, utility weapon use to rmb and upgrades to tab.
Falling down a bridge later on during the tutorial booted me back all the way to the title screen
It's a bit unwieldy to switch elements on the fly, so I found myself just sticking to the healing green and swapping to a single offensive element here and there to finish off enemies. Potions are a bit wasted since most elements will hurt you and healing is mandatory. I often got annoyed at accidentally unequipping elements.
It is nice how there is quite a bit of variety generated through encounters from the limited set of enemies/props. I do wish the rooms had more base shapes, though.
Sometimes with all the dynamic lighting it's hard to tell the red explosive barrels from the orange non-flammable ones.
The elemental system in general felt very low-impact for weapons, whereas being able to heal yourself constantly with green is a massive bonus, especially when you get the density upgrade. I don't know if the plan is to make magic increase in importance as you grow more powerful, but at the moment I just found myself gunning down everything without worrying about elements or effects too much. Overlapping waves were never pressing enough for kill speed to be an issue.
The scythe felt very situational, since so much in this game can quite literally blow up on your face.
I love the imsim-ish touches like how you can get manipulate enemies into attacking each other. It's just a shame most of these interactions are not particularly useful yet.
It is great to be able to turn off the screenshake.
Some skill tree nodes look connected, like they're being presented as if there is a set path with prerequisites, but you can just skip to the bottom if you have enough currency.
It is nice that you can respec, though if this ends up as a roguelike I assume that will have to be removed.
Most upgrade nodes are noticeably well thought-out and impactful.
I don't like how the primary threats in this game are quick gank kills. I don't know what could be done about that when healing is so easy.
You can manipulate that large laser boss enemy into being stuck doing nothing by making it try to chase you through a gap that's too narrow for it to fit.
Overall I found this a nice game, though quite a bit earlier in development than I had expected from footage.
I often found myself being tripped up by expectations of having all actions on mouse click and all switches on the keyboard.
That's a fair assumption, my reasoning for placing the mixing toggle on RMB is because I found it more comfortable to have your left hand free for QWEASD inputs. If mixing is bound to CTRL or SHIFT, you have to keep holding that while simultaneously inputting your chems. That being said, I do agree that it's a bit of an arbitrary control scheme, I'll playtest with your proposed bindings and see if they feel good after overcoming my muscle memory.
Falling down a bridge later on during the tutorial booted me back all the way to the title screen
That is intentional, I didn't want to teleport the player back up because a) it would make no sense in-universe, b) killing you for a mistake like that is fitting with the rest of the game's unforgiving nature, and c) it's kinda funny.
It's a bit unwieldy to switch elements on the fly, so I found myself just sticking to the healing green and swapping to a single offensive element here and there to finish off enemies.
That is a valid (and expected) way to play, at least for the time being. The first biome only tests your ability to determine/remember enemy weaknesses and exploit them, later stages should have trickier enemies that warrant more in-depth use of your abilities (e.g., having to use a certain chemical to make an enemy vulnerable, then using another that it's actually weak to).
Sometimes with all the dynamic lighting it's hard to tell the red explosive barrels from the orange non-flammable ones.
I think I'll add a decal on top of the flammable and healing barrels to make them undeniably distinct.
The elemental system in general felt very low-impact for weapons
If I understand you correctly, you're saying that the various status effects you can apply to enemies aren't very impactful. Is that accurate? If so, this is sort of by design at the moment. All the enemies are relatively weak trash mobs, there is no point in using status effects when you can just kill them outright. The miniboss fight is a nice parallel to this since, in my experience, applying Rust and Corrode makes the fight MUCH easier. Not only does it make it easier to keep your distance, you also increase your damage output in the long-run.
The scythe felt very situational, since so much in this game can quite literally blow up on your face.
Understandable, a lot of people get scared of going into close-quarters (and rightfully so). I will mention that you can easily take down the fire Mines with the scythe, one cryo slash will instantly apply Freeze and neutralize the bomb.
I love the imsim-ish touches like how you can get manipulate enemies into attacking each other. It's just a shame most of these interactions are not particularly useful yet.
The infighting wasn't meant to be necessarily useful, it's just a fun thing that can occasionally happen. This is tangentially related but I have plans for a sort of "third party" enemy faction that is hostile not only to you but the rest of the roster, which is a way to a balance the ridiculous strength they'll have. Again, just something that sounds really cool and therefore I want to add it.
Some skill tree nodes look connected, like they're being presented as if there is a set path with prerequisites, but you can just skip to the bottom if you have enough currency.
Good point, I'll remove the vertical connecting lines and make it clearer how each category is independent.
It is nice that you can respec, though if this ends up as a roguelike I assume that will have to be removed.
Why is that? I don't see any inherent issue with respecing during a run. I plan to delegate weapon upgrades to a special workbench that you come across between floors, that way you can't change your build in the middle of a fight, maybe that solves the issue you saw?
I don't like how the primary threats in this game are quick gank kills. I don't know what could be done about that when healing is so easy.
How about enemies that apply something on you that make you unable to heal or make healing hurt you? I could also nerf your healing abilities.
You can manipulate that large laser boss enemy into being stuck doing nothing by making it try to chase you through a gap that's too narrow for it to fit.
Perhaps I can make it so the enemy AI detects when it's stuck and begins blind firing.
Overall I found this a nice game, though quite a bit earlier in development than I had expected from footage.
I get that comment quite a bit, I'm not sure why. Is it because the visuals are relatively polished?
>If I understand you correctly, you're saying that the various status effects you can apply to enemies aren't very impactful. Is that accurate?
That, as well as how using the weakness system feels more like a convenience bonus than something that affects your survivability. You are at your most vulnerable right when you enter a room, full of traps and obstacles. Once you get a circle strafe mob going, DPS matters very little and is not worth diverting attention unless you're impatient and at no risk of dying.
>Why is that? I don't see any inherent issue with respecing during a run. I plan to delegate weapon upgrades to a special workbench that you come across between floors, that way you can't change your build in the middle of a fight, maybe that solves the issue you saw?
I don't know what plans you have for this game specifically, but locking builds is a solid way to add variability and replayability to roguelike runs. As for changing builds in the middle of a fight, that would be so hard to execute without pausing functionality that it could be a net positive IMO - as long as it doesn't become impactful enough to become a mandatory strategy.
>How about enemies that apply something on you that make you unable to heal or make healing hurt you? I could also nerf your healing abilities.
Yeah I think the healing potions are in dire need of some serious nerfing, as they are completely dictating the game right now. Once you no longer have to assume the player is at full health at all times, damage output could be rebalanced overall.
>I get that comment quite a bit, I'm not sure why. Is it because the visuals are relatively polished?
Played a lot more and all of the basic systems seem good. I can get a few levels in on a run on easy mode, not that far in normal. I think perhaps the difficulty early game could be adjusted a bit if this is going the roguelite direction in the end, make sure the first few levels are always pretty simple by keeping the amount of spawning enemies limited.
Gamefeel is good, though I still think a slowdown while you change your chemical set up would be a vast improvement. Would it be abusable? Yes, but I do not think that would be a problem, I think it would enhance how the gameplay feels. I would try it, put out a test-build and see how people respond to it.
I still need to put in more time in this, more thoughts may come.
Both of the enemies in this work well and are easy to understand. I think maybe adding a "filler enemy" something, more or less not that dangerous and slow could be good to fill out early rooms before ramping up the difficulty. Otherwise: stationary turret enemies, enemies that change their chemical setup,
I think perhaps the difficulty early game could be adjusted a bit if this is going the roguelite direction in the end
It's funny because I culled the amount of enemies that spawn in this build but it might've not been enough. I'll fiddle with the numbers again.
I would try [the slowdown], put out a test-build and see how people respond to it.
I'll try implementing it later today, I can send you a test build if I think it seems promising enough to test.
I think maybe adding a "filler enemy" something, more or less not that dangerous and slow could be good to fill out early rooms before ramping up the difficulty. Otherwise: stationary turret enemies, enemies that change their chemical setup,
Stationary enemies are a cool idea, I might steal that one. Enemies that change their weaknesses are already planned and are reserved for later levels, it sounds like too much for the first biome.
I want a rifle-version of the gun.
What do you mean by "rifle"? That could range from a Garand-esque single fire weapon to a machinegun. Either way, I don't plan to add any more conventional guns since they would massively overlap with the pistol secondary functionality-wise. My ideas for new weapons are less conventional, among them are: a firehose primary; gas grenade secondaries; a shield secondary that absorbs damage; a utility that spawns drones that damage enemies and heal you.
i actually got stuck a few times, but every time it turned out that i had misread the instructions to progress, and after reading them again i was able to continue.
if a moron like me can go through it, then it should be good enough
I see, thanks. I was expecting the super-effective dummy part to be the trickiest part since the game doesn't flat-out tell you what to do, so I'm not surprised to see it listed.
Got through the tutorial. I tried this a long time ago but I feel like I have more of an understanding concerning the basic mechanics now.
In actual combat I think holding down the mouse-button to change your setup could benefit from this either slowing down or "freezing" the game.
Well... this is an early comment but I I probably still have not figured it out. See that as either a detriment towards the tutorial or me as a player. Will play more tomorrow. I want to get how this works.
In actual combat I think holding down the mouse-button to change your setup could benefit from this either slowing down or "freezing" the game.
Maybe something like a second of time slowdown when you enable mixing? I suppose that could help but I'm afraid it would lead to players spamming RMB to exploit the slowdown. I'll experiment with this.
This is an early comment but I I probably still have not figured it out. See that as either a detriment towards the tutorial or me as a player.
It's probably the game's fault! This is the first time I've tried making a tutorial so it's probably not great. I can answer any mechanic related questions you may or may not have.
The new system works and it's easier to combine certain elements, but it's also very easy to accidentally add an element you don't want by trying to move too early, I lost a couple of run to accidental electricity added to scythe attacks. Forcing you to stand still while mixing elements makes things harder which I assume it's intentional but it also makes it harder to go for bigger combinations. I don't mind it but it is less immediate, I can see how people could find it clunky.
I'm not sure if the super effective damage is better or simply more evident, but I was able to break my reliance on steam+electricity this time and two-tap the exploding enemies with the correct damage, although It took me forever to realize that poison exploders are weak to fire. I still lost the majority of runs to getting swarmed by exploding enemies, the rest rarely deal enough damage to kill you when you can chug healing like nobody's business.
Upgrades are interesting, the scythe damage one is great, but I spent all the other points on the alchemical tank ones since they're always useful and the rest seem situational.
I had a lot of fun beating this, hope to play more!
Hey, thanks for playing again! It seems I can always count on you for DD feedback. I'll play your demo first chance I get.
It's very easy to accidentally add an element you don't want by trying to move too early
I agree, I've done that a few times myself. Unfortunately I don't see a way to fix this, we'll just have to be more careful when mixing stuff. In my opinion this pales in comparison to the issues brought on by the past alchemy control schemes.
Forcing you to stand still while mixing elements makes things harder which I assume it's intentional but it also makes it harder to go for bigger combinations.
It is intended. The player can choose between quickly making simple mixtures on the fly or taking the time to hide behind cover and make a more powerful mixture. I might buff the high tier chems to compensate for this indirect nerf.
I'm not sure if the super effective damage is better or simply more evident...
If memory serves me right, I did make the damage numbers more obvious. It could also be due to the tutorial showing you what super-effective damage looks like. Either way, I'm glad it's clearer now.
... the rest rarely deal enough damage to kill you when you can chug healing like nobody's business.
Funny that you mention that, I'm thinking of adding "hard damage" to Hard mode. That is, when you take damage, some percentage of that damage takes away from your maximum health. For example, if you take 40 damage and half of it is hard damage, your maximum health would lower to 80. Your max health would regenerate over time or upon clearing the room. What do you think of that?
Upgrades are interesting, the scythe damage one is great, but I spent all the other points on the alchemical tank ones since they're always useful and the rest seem situational.
That's fair. Keep in mind that you can only play 1/3 of a run at the moment, you'd have enough scrap to get those more situational upgrades in the full game.
That is, when you take damage, some percentage of that damage takes away from your maximum health. For example, if you take 40 damage and half of it is hard damage, your maximum health would lower to 80
It can work as long as all enemies stay fair, but honestly the game didn't feel too easy, it's just that those telegraphed beam attacks are very easy to avoid when there's only a handful of them, it's okay to have enemies which are more dangerous in a group imo.
Comments
Great game. I am happy feedback gets implemented. Good tutorial
I look forward to even harder difficulty options ;^)
Great to see you're incorporating feedback from previous DDs. Love how the watchers have different spawn circles depending on their appearance. Mines and fire watchers spawn circles are way too similar still (I noticed they are red and yellow when I rewatched the VOD, but I didn't notice that during gameplay). The red barrels are much, much more noticeable, which is great - now I can die to enemies and not to barrels!
Upgrades are a VERY welcome addition, so is the tutorial. I also dig the "Hold the button to mix stuff", also very welcome.
The only thing of note right now - all enemies are weak to poison, so you can ignore mixing most of the time. Though I guess this won't be an issue once there are more enemies.
Keep it up, great stuff!
I've taken note of your feedback during the stream, I'll try making the enemy spawns even clearer. Your continued support is much appreciated! :D
I like the visuals and systems in this game very much. It just looks like it's floundering a bit to put that together into something that's balanced and fun to play.
The control scheme feels a bit confusing in the beginning. It's counterintuitive how left click is an action and right click is a switch, whereas Q is an action and R is a switch. I often found myself being tripped up by expectations of having all actions on mouse click and all switches on the keyboard. It's very difficult to move around while pressing Q. E being reserved for interactions is weirdly asymmetric as well. Thankfully, you can change it. I changed my alchemy button to ctrl, weapon change to the scroll wheel, utility weapon use to rmb and upgrades to tab.
Falling down a bridge later on during the tutorial booted me back all the way to the title screen
It's a bit unwieldy to switch elements on the fly, so I found myself just sticking to the healing green and swapping to a single offensive element here and there to finish off enemies. Potions are a bit wasted since most elements will hurt you and healing is mandatory. I often got annoyed at accidentally unequipping elements.
It is nice how there is quite a bit of variety generated through encounters from the limited set of enemies/props. I do wish the rooms had more base shapes, though.
Sometimes with all the dynamic lighting it's hard to tell the red explosive barrels from the orange non-flammable ones.
The elemental system in general felt very low-impact for weapons, whereas being able to heal yourself constantly with green is a massive bonus, especially when you get the density upgrade. I don't know if the plan is to make magic increase in importance as you grow more powerful, but at the moment I just found myself gunning down everything without worrying about elements or effects too much. Overlapping waves were never pressing enough for kill speed to be an issue.
The scythe felt very situational, since so much in this game can quite literally blow up on your face.
I love the imsim-ish touches like how you can get manipulate enemies into attacking each other. It's just a shame most of these interactions are not particularly useful yet.
It is great to be able to turn off the screenshake.
Some skill tree nodes look connected, like they're being presented as if there is a set path with prerequisites, but you can just skip to the bottom if you have enough currency.
It is nice that you can respec, though if this ends up as a roguelike I assume that will have to be removed.
Most upgrade nodes are noticeably well thought-out and impactful.
I don't like how the primary threats in this game are quick gank kills. I don't know what could be done about that when healing is so easy.
You can manipulate that large laser boss enemy into being stuck doing nothing by making it try to chase you through a gap that's too narrow for it to fit.
Overall I found this a nice game, though quite a bit earlier in development than I had expected from footage.
Thanks for playing!
That's a fair assumption, my reasoning for placing the mixing toggle on RMB is because I found it more comfortable to have your left hand free for QWEASD inputs. If mixing is bound to CTRL or SHIFT, you have to keep holding that while simultaneously inputting your chems. That being said, I do agree that it's a bit of an arbitrary control scheme, I'll playtest with your proposed bindings and see if they feel good after overcoming my muscle memory.
That is intentional, I didn't want to teleport the player back up because a) it would make no sense in-universe, b) killing you for a mistake like that is fitting with the rest of the game's unforgiving nature, and c) it's kinda funny.
That is a valid (and expected) way to play, at least for the time being. The first biome only tests your ability to determine/remember enemy weaknesses and exploit them, later stages should have trickier enemies that warrant more in-depth use of your abilities (e.g., having to use a certain chemical to make an enemy vulnerable, then using another that it's actually weak to).
I think I'll add a decal on top of the flammable and healing barrels to make them undeniably distinct.
If I understand you correctly, you're saying that the various status effects you can apply to enemies aren't very impactful. Is that accurate? If so, this is sort of by design at the moment. All the enemies are relatively weak trash mobs, there is no point in using status effects when you can just kill them outright. The miniboss fight is a nice parallel to this since, in my experience, applying Rust and Corrode makes the fight MUCH easier. Not only does it make it easier to keep your distance, you also increase your damage output in the long-run.
Understandable, a lot of people get scared of going into close-quarters (and rightfully so). I will mention that you can easily take down the fire Mines with the scythe, one cryo slash will instantly apply Freeze and neutralize the bomb.
The infighting wasn't meant to be necessarily useful, it's just a fun thing that can occasionally happen. This is tangentially related but I have plans for a sort of "third party" enemy faction that is hostile not only to you but the rest of the roster, which is a way to a balance the ridiculous strength they'll have. Again, just something that sounds really cool and therefore I want to add it.
Good point, I'll remove the vertical connecting lines and make it clearer how each category is independent.
Why is that? I don't see any inherent issue with respecing during a run. I plan to delegate weapon upgrades to a special workbench that you come across between floors, that way you can't change your build in the middle of a fight, maybe that solves the issue you saw?
How about enemies that apply something on you that make you unable to heal or make healing hurt you? I could also nerf your healing abilities.
Perhaps I can make it so the enemy AI detects when it's stuck and begins blind firing.
I get that comment quite a bit, I'm not sure why. Is it because the visuals are relatively polished?
>If I understand you correctly, you're saying that the various status effects you can apply to enemies aren't very impactful. Is that accurate?
That, as well as how using the weakness system feels more like a convenience bonus than something that affects your survivability. You are at your most vulnerable right when you enter a room, full of traps and obstacles. Once you get a circle strafe mob going, DPS matters very little and is not worth diverting attention unless you're impatient and at no risk of dying.
>Why is that? I don't see any inherent issue with respecing during a run. I plan to delegate weapon upgrades to a special workbench that you come across between floors, that way you can't change your build in the middle of a fight, maybe that solves the issue you saw?
I don't know what plans you have for this game specifically, but locking builds is a solid way to add variability and replayability to roguelike runs. As for changing builds in the middle of a fight, that would be so hard to execute without pausing functionality that it could be a net positive IMO - as long as it doesn't become impactful enough to become a mandatory strategy.
>How about enemies that apply something on you that make you unable to heal or make healing hurt you? I could also nerf your healing abilities.
Yeah I think the healing potions are in dire need of some serious nerfing, as they are completely dictating the game right now. Once you no longer have to assume the player is at full health at all times, damage output could be rebalanced overall.
>I get that comment quite a bit, I'm not sure why. Is it because the visuals are relatively polished?
Yes.
Played a lot more and all of the basic systems seem good. I can get a few levels in on a run on easy mode, not that far in normal. I think perhaps the difficulty early game could be adjusted a bit if this is going the roguelite direction in the end, make sure the first few levels are always pretty simple by keeping the amount of spawning enemies limited.
Gamefeel is good, though I still think a slowdown while you change your chemical set up would be a vast improvement. Would it be abusable? Yes, but I do not think that would be a problem, I think it would enhance how the gameplay feels. I would try it, put out a test-build and see how people respond to it.
I still need to put in more time in this, more thoughts may come.
Both of the enemies in this work well and are easy to understand. I think maybe adding a "filler enemy" something, more or less not that dangerous and slow could be good to fill out early rooms before ramping up the difficulty. Otherwise: stationary turret enemies, enemies that change their chemical setup,
I want a rifle-version of the gun.
It's funny because I culled the amount of enemies that spawn in this build but it might've not been enough. I'll fiddle with the numbers again.
I'll try implementing it later today, I can send you a test build if I think it seems promising enough to test.
Stationary enemies are a cool idea, I might steal that one. Enemies that change their weaknesses are already planned and are reserved for later levels, it sounds like too much for the first biome.
What do you mean by "rifle"? That could range from a Garand-esque single fire weapon to a machinegun. Either way, I don't plan to add any more conventional guns since they would massively overlap with the pistol secondary functionality-wise. My ideas for new weapons are less conventional, among them are: a firehose primary; gas grenade secondaries; a shield secondary that absorbs damage; a utility that spawns drones that damage enemies and heal you.
the tutorial seems solid enough.
i actually got stuck a few times, but every time it turned out that i had misread the instructions to progress, and after reading them again i was able to continue.
if a moron like me can go through it, then it should be good enough
Which parts did you get stuck on?
healing myself
i actually completely missed that there was a third element on the table.
then again for poisoning and healing the dummy
and later for using the supereffective attack on all dummies
I see, thanks. I was expecting the super-effective dummy part to be the trickiest part since the game doesn't flat-out tell you what to do, so I'm not surprised to see it listed.
tutorial filter
Got through the tutorial. I tried this a long time ago but I feel like I have more of an understanding concerning the basic mechanics now.
In actual combat I think holding down the mouse-button to change your setup could benefit from this either slowing down or "freezing" the game.
Well... this is an early comment but I I probably still have not figured it out. See that as either a detriment towards the tutorial or me as a player. Will play more tomorrow. I want to get how this works.
Thanks for playing!
Maybe something like a second of time slowdown when you enable mixing? I suppose that could help but I'm afraid it would lead to players spamming RMB to exploit the slowdown. I'll experiment with this.
It's probably the game's fault! This is the first time I've tried making a tutorial so it's probably not great. I can answer any mechanic related questions you may or may not have.
Took me a fair few tries to beat it this time:
The new system works and it's easier to combine certain elements, but it's also very easy to accidentally add an element you don't want by trying to move too early, I lost a couple of run to accidental electricity added to scythe attacks.
Forcing you to stand still while mixing elements makes things harder which I assume it's intentional but it also makes it harder to go for bigger combinations.
I don't mind it but it is less immediate, I can see how people could find it clunky.
I'm not sure if the super effective damage is better or simply more evident, but I was able to break my reliance on steam+electricity this time and two-tap the exploding enemies with the correct damage, although It took me forever to realize that poison exploders are weak to fire.
I still lost the majority of runs to getting swarmed by exploding enemies, the rest rarely deal enough damage to kill you when you can chug healing like nobody's business.
Upgrades are interesting, the scythe damage one is great, but I spent all the other points on the alchemical tank ones since they're always useful and the rest seem situational.
I had a lot of fun beating this, hope to play more!
Hey, thanks for playing again! It seems I can always count on you for DD feedback. I'll play your demo first chance I get.
I agree, I've done that a few times myself. Unfortunately I don't see a way to fix this, we'll just have to be more careful when mixing stuff. In my opinion this pales in comparison to the issues brought on by the past alchemy control schemes.
It is intended. The player can choose between quickly making simple mixtures on the fly or taking the time to hide behind cover and make a more powerful mixture. I might buff the high tier chems to compensate for this indirect nerf.
If memory serves me right, I did make the damage numbers more obvious. It could also be due to the tutorial showing you what super-effective damage looks like. Either way, I'm glad it's clearer now.
Funny that you mention that, I'm thinking of adding "hard damage" to Hard mode. That is, when you take damage, some percentage of that damage takes away from your maximum health. For example, if you take 40 damage and half of it is hard damage, your maximum health would lower to 80. Your max health would regenerate over time or upon clearing the room. What do you think of that?
That's fair. Keep in mind that you can only play 1/3 of a run at the moment, you'd have enough scrap to get those more situational upgrades in the full game.
It can work as long as all enemies stay fair, but honestly the game didn't feel too easy, it's just that those telegraphed beam attacks are very easy to avoid when there's only a handful of them, it's okay to have enemies which are more dangerous in a group imo.
You can press the M key to cheat in money for upgrades.
Changelog:
Read the full devlog here.