Well, I can't believe it's taken me over a year and a half to actually release another alpha
version. There's not as much as I'd like for that long, but life gets in the way sometimes. Most
of all, I hope you enjoy the new look!
Super Significants
New Art
New turret art, new enemy art and even some new UI! Turrets now have brand new designs based
on sketches from BLOODWIING, with some also gaining new effects. Projectiles have also been
slightly updated to match. Enemies have been redesigned to make them different in shape rather
than just colour and size for many. The second "level" of an enemy is now called the "evolved"
variant. The bosses have also been given a new look, even if two aren't visible in the new
version.
The UI has been overhauled as well, granting a better (and scrollable) inventory, more
information on a turret, an enemy counter & timer along with a new look for the shop button.
However, I'm not sure I've setup certain behaviors correctly. As it's a tabbed UI, only one
(or none) is shown at a time, which means knowing when to change the selected tab was
problematic for just me to decide how it should behave. Make sure to share if you expected
something else when you did something so I can make the experience as smooth as possible!
The game's also now got a brand new icon!
Energy and Powercells
Coins are a thing of the past! When you kill enemies, you now collect bits, nibbles & bytes -
collectively known as energy. When you collect enough energy you can earn a "Powercell". It
costs one powercell to open the shop. The shop button shows your progress to opening the shop.
It's not as clear as we'd like it on the UI side, but changing to energy will clear up
misunderstandings on why the shop price increases and uncertainty about how many times the
shop can be opened.
Reduction Rebalance
I have yet to hit the sweet spot yet in balance, but I feel this is a significant step in the
right direction. Previously opening the shop wasn't feeling that meaningful, so we're reducing
the amount of times you can open the shop. Reroll was useful for when you got unlucky but it
didn't quite feel right nor encouraging choosing different strategies so was removed.
Revitalise was always there, so if there was a good option in the shop, you could just get
more lives next time. This is no longer the case, instead it's an option that can show up in
the shop like anything else. I'm not sure if the lives are still a good offer with the
reduction in the shop costs, but I think this behaviour is a lot better. Refund however will
stay as anti-bad luck, there's still a cost however as it doesn't reduce the energy required
for the next powercell and on Upgrade it's only 95% of the cost refunded. The last change for
the shop itself was to significantly increase how much energy/coins was required to open the
shop each time.
When you're opening the shop less modules will need to be stronger, right? Yes, but not just
stronger. I wanted to increase the difference modules and also better clarify their behaviour
as it wasn't clear in the shop and past alphas have only made them more complicated. So
modules will be grouped into three types:
- Primary - The module has only one purpose, for example Damage
increases damage, or Tracker increasing rotation speed with a bit of damage.
- Hybrid - These modules have a dual purpose. Typically affects
two groups of modules in a similar yet different way. A good example would be bombs which affects
shooter & gunner by having projectiles target a location and explode. The second group is just
smasher where the attacks are more "explosive".
- Rare - These modules will affect every turret differently
and the changes will be significant. The only example of this currently is Sniper which generally
will increase damage and reduce fire rate, but it will affect other stats to make the turret
more in line with a sniper.
We're still in the process of categorising and tweaking the stats on modules so this may take a
while to finish. To help do this, we've reduced the playable levels to just one (Upgrade) while
we refine exactly how this works. What we need now is to see how this affects the game, so only
the most basic of modules exist (sadly not allowing much replayability) so we can get feedback
to make sure this is the correct direction and to carefully look at how modules will change to
help make this better.
The turrets themselves haven't changed much, some good tweaks to help separate them. They may
need further tweaks to better separate them, which will also be helped when more turrets are
added. The most significant change is for laser. Rather than firing a laser when there is an
enemy in range, it will instead "turn on" the laser for 2 seconds before it overheats and
turns off the laser for 1 second before it's turned back on if there are enemies in range.
Other Changes
Some bug fixes.
As it's been so long I have very little interest in going through and working out what bugs
I've fixed. However there are some noticable ones:
- Turrets now rotate the correct part
- Privacy Policy button in settings now correctly says "Privacy Policy"
- The tutorial content is no longer bigger than your screen
Reduction Rebalance
Please note that not all modules have been changed in code yet, but they will be change and
stats released as they're added back to levels. The current aim is to just get the latest
nightly into players hands as it's stable, then release supplementary updated far more
regularly.
Modules
Bombs - Hybrid
This module is currently unavailable as it has not been added to any levels
For Shooter & Gunner it
remains mostly the same, however range would no longer be reduced.
For Smasher will mostly remain the same, increasing range
and damage.
Laser & Lancer cannot use
this module.
Damage - Primary
Any Stats | Damage |
---|
T1 | +15% +45% |
---|
T2 | +29% +90% |
---|
T3 | +59% +180% |
---|
T4 | +115% +365% |
---|
T5 | +228% +740% |
---|
T6 | +450% +1390% |
---|
T7 | +1000% +2000% |
---|
Fire Rate - Primary
With Laser's new attack pattern, it may be possible in a
future update to add this module.
Shooter, Gunner, Smasher & Lancer Stats | Fire Rate |
---|
T1 | +10% +43% |
---|
T2 | +19% +86% |
---|
T3 | +37% +172% |
---|
T4 | +55% +350% |
---|
T5 | 160% +710% |
---|
T6 | +296% +1420% |
---|
T7 | +590% +2500% |
---|
Instakill - Primary
Shooter, Gunner, Smasher & Lancer Stats | Chance |
---|
T1 | +0.5% +1.5% ÷ fire rate |
---|
T2 | +1% +3% ÷ fire rate |
---|
T3 | +1.97% +5.5% ÷ fire rate |
---|
T4 | +3.9% +10% ÷ fire rate |
---|
Missiles - Hybrid
This module is currently unavailable as it has not been added to any levels
For Shooter & Gunner it
remains mostly the same.
For Lancer It would not explode on this as it hits each
enemy, instead knocking them back with increased force, exploding at the end of it's path
Laser & Smasher cannot
use this module.
Range - Primary
Any Stats | Range |
---|
T1 | +10% +20% |
---|
T2 | +19% +40% |
---|
T3 | +42% +77.5% |
---|
T4 | +90% +155% |
---|
T5 | +200% +310% |
---|
Slow - Primary
It's back to basics with this module, just a slow percentage and duration. If this is
unbalanced it may become rare, but hybrid is too confusing.
Shooter, Lancer, Gunner & Smasher Stats | Slow Percentage | Duration |
---|
T1 | +7.5% +15% | 2s |
---|
T2 | +10% +25% | 3s |
---|
T3 | +15% +28% | 3.5s |
---|
T4 | +20% +33% | 4s |
---|
Sniper - Rare
This module is currently unavailable as it has not been added to any levels.
For Shooter, a more extreme version of it's current
behaviour. Slow attack speed and easily overwhelmed, but devastating damage when it
hits.
For Gunner, slower rotation speed, fire rate and max
fire rate, so very similar to shooter, but if you can get the fire rate going it may not
be overwhelmed quite so easily.
For Laser, lasers last about half as long and the
cooldown between each one is longer, but damage and range is significantly enhanced.
For Lancer, the shot travels much further and knockback
is much greater, but at the cost of range and fire rate
Smasher cannot use this module.
Tracker - Primary
With rotation speed being constant, this module is now much more useful, and will go back
to basics with just two stat changes.
Shooter, Laser & Gunner Stats | Rotation Speed | Damage |
---|
T1 | +40% +5% | +15% +30% |
---|
T2 | +85% +10% | +25% +60% |
---|
T3 | +160% +18% | +50% +120% |
---|
T4 | +300% +30% | +100% +200% |
---|
Awaiting Rebalance
These modules haven't been updated through the reduction rebalance (categorised into Primary, Hybrid or Rare) and
won't be obtained in levels until that happens.
- Burn
- Critical
- Execute
- Ghost
- Giantslayer
- Poison
- Reload
- Stun
- Surge
- Velocity
Turrets
Gunner
Gunner StatsDamage | Range | Fire Rate | Rotation Speed | Spin Multiplier | Spin Cooldown | Max Fire Rate | Pellet Speed |
---|
45 70 | 2.5 3 | 1.5 | 7.5 85 | 1.1 1.03 | 1.08 1.02 | 6.5 7 | 15 10 |
Lancer
Lancer StatsDamage | Range | Fire Rate | Bullet Range | Knockback | Bullet Speed |
---|
150 135 | 2 1.5 | 0.4 | 4 3 | 2 3 | 5 7 |
Laser
Laser now attacks with a laser, then has a cooldown before it can fire again rather than
the constant laser previously.
Laser StatsDamage Per Second | Range | Rotation Speed | Laser Duration | Laser Cooldown |
---|
180 250 | 4 3.5 | 7 70 | 2s | 1s |
Shooter
Shooter StatsDamage | Range | Fire Rate | Rotation Speed | Bullet Speed |
---|
400 500 | 3 | 1.1 0.65 | 8 70 | 5 |
Smasher
Smasher StatsDamage | Range | Fire Rate |
---|
250 120 | 1.5 | 1 0.8 |
Enemies
Summoner
Summoner StatsKnockback Modifier |
---|
0 0.2 |
Summoned
Summoned StatsHealth | Life Cost |
---|
1000 850 | 2 1 |