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(2 edits)

HDog alpha 0.709 Ultraviolet is finally here, featuring a lot new content in terms of items, as well as some general improvements and quality of life tweaks. Thanks for all your feedback so far, the alpha and AMAZE have been very valuable in that regard. Please continue to report any bugs or odities you might encounter. Some of the new stuff is still subject to change/might need rebalancing. Full dev log is
coming during the next days.

Content
- Basically doubled the amount of actives passives, and weapons available in the game. Especially weapons got a lot new additions, including many new melee options.
- Player can now enrage with certain items, enemies can be EMP or confused. More effects like these have been added alongside the new items.
- You wont find duplicates of weapons you already have anymore
 
Movement
- You can now reverse thrust to break. This can also be used to hover more easily over ground targets.  
- You can now toggle mouse aiming at any point during the game. This makes left and right act as strafe keys. The mouse aiming thing is still WIP, I'm not convinced whether it is really feasible, generally I prefer the existing controls but I leave it in to give you the option. Mouse aiming will also interfere with some item function, so yeah, WIP.
 
Quality of Life Tweaks
- You can now rebind the shoot and jump keys. Mouse 1 and 2 will always retain that function though (you'll need that for some items.)
- Very large screens are now supported. The largest resolution option is now "auto", which will have the game detect your screen size and adjust accordingly. (This won't work well on very small screens.)
- Getting hit now displays some screen glitching, giving some more feedback when you take shield damage
- Gravity is slightly lower, and the camera follows you further down when near the ground
- Clouds change appearance depending on background, makes them stand out less and hopefully makes the playing field a little clearer. Background clouds and the nova are now slightly transparent, again to increase visual clarity.


HDog Ace Access Build 0.730 (Ultra Violet)
- Added 41 new passives with various effects, have fun finding out what they all do :)
- Added 9 new actives (defense, offense, utility)
- Added 18 new weapons (heavy and short-range melee, shotgun variants, light HE launchers, death ray and more)
- Added better homing support for all weapon categories
- EMP: new status effect, prevents enemies from attacking/using abilities, airborne enemies fall out of the sky
- DMZ Field now also EMPs all enemies on the screen for a short time
- Enrage: new player buff, gives large bonus to crit chance and boost ignition
- Acum damage combo multiplier per shot now changes depending on weapon
- Streamlined on hit event for player shots a bit
- Radiation and Damage Cascade shots no longer loose the effect upon inflicting it
- Bonus damage from crits now ignores enemy damage resistance
- Acum damage no longer ignores enemy damage resistance
- Removed unintended piercing bonus on Katana shot deflection
- Fixed pause menu loading and unloading tons of star assets in the background (might fix windows pause lag)
- Fixed parts of the tutorial ignoring sound options
- Camera will follow you further when near the ground (improves visibility when doing air-to-ground combat on lower resolutions)
- Lowered shake on Katana strikes
- Lance combo has a little more reach now
- Opening chests during intermission now requires some button mashing
- Fixed Flares not being part of the actives loot pool
- Added reverse thrust ability, can be used to break/hover (mapped to s by default, can be remapped in options)
- Some engine items now also affect revers thrust
- Containment Shutdown now changes the color of your burn and also applies to reverse thrust burn
- Pickup quotes remain on screen a little longer now
- Experimental: SRM pickups are way smaller now (will potentially add an option to no show it during combat at all)
- Added the ability to control jet pitch via the mouse cursor
- Added button that toggles mouse aiming on/off (mapped to t by default, can be remapped in options)
- Background nova is now handled separately from actual background, allowing for more combinations of novas and backgrounds
- Background nova is now less pronounced
- Cloud friends now change color depending on background
- Bakground cloud friends are now slightly transparent (might become a game options)
- Far cloud friends now parallax less hard
- Close background cloud friends now parallax a little more
- Fixed shield particles appearing on melee weapon breakage not being spawned nicely
- XRay Laser fires slightly faster now
- Fixed a problem preventing beams from getting proc effects in most situations
- Melee strikes now slightly turn with the player
- Many melee weapons have more noticeable knockback now
- Getting hit by shots and explosions now produces additional shield particles
- Leathal explosions start more flashy now
- Fixed rebinding some keys in the options not working correctly
- You can now bind fire and jump to additional keys apart from the mouse buttons (default is n and m, mouse buttons still function as usual)
- Knockback from breaking high damage blades is less severe now
- Improved mouse cursor collision detection during intermission scene
- Chests now go on a short timeout after opening them during the jump intermission, preventing player from accidentally pickup up content with follow up clicks
- Dropping flares now has close enemies loose track of you for a few seconds
- Added some screen glitching for when the player takes damage
- Added player location indicator for when player jet is obscured by props/ground/clouds
- Added basic functionality for weapon loot pools (prevents spawning of duplicate weapons during a run)
- Intermission boost counter arrows are way larger now
- Intermission boost counter arrows keep further away from the player now
- The tutorial now pauses when relevant objectives are gives
- The tutorial now also teaches you how to use reverse thrust
- Tons of other stuff I forgot about