Hi everyone, Just deployed an update to the game that fixes several issues, introduces a bit of content and revamps some existing systems. Here are the patch notes: -Fixed an issue where some movement speed modifiers would override the focus ability. -Fixed an issue where homing projectiles targeted invincible enemies. -Fixed an issue where the Gatling Gun effect can stay active after the player loses control. -Fixed an issue where module descriptions could cut off at the shop. -Fixed an issue where the game would get stuck if the player dies at level transitions. -Fixed an issue where the back to menu option wouldn't work during level transitions. -Fixed an issue where attempting to go back to the menu during initial level loading can cause a crash. -Fixed an issue where pausing the game could cause the audio track to be swapped after leaving the shop. -Fixed an issue where projectiles with homing behaviour could occasionally have their visual direction swapped when losing a target. -Fixed an issue where souls were not drawn in by Magnet. -Fixed an issue where some enemies were marked incorrectly to be affected by specific effects. -Fixed an issue where the menu Back function and Research Toggle function is mapped to the same key on controllers. -Fixed an issue where Adjusting the BGM volume may cause stage/boss theme to play simultaneously. -Fixed an issue where Electric Drones would target invincible enemies. -Fixed an issue where level generation would fail to reset special levels. -Fixed an issue where Coins could go offscreen and despawn. -Added a new rare boss. -Added many new enemy projectile types and effects. -Adjusted the ship stat indicator to show up to 3 decimal values. -Adjusted the Reanimator module, enemies will only become zombies if they're killed by the player. Cost is reduced by 100. -Raised the maximum limit and lifetime of active projectiles and allowed the reuse of currently active projectiles. -Revamped the Red Laser weapon to be an actual continuous laser beam instead of a standard projectile. -Revamped the score system. Minor enemies during boss fights will no longer grant any score. Introducing a score multiplier system, the maximum multiplier is 3X and the minimum is 1X. The multiplier increases by 0.1 every 10 kills and decreases by 0.2 on damage taken or completely resets to 1X on death. -The scoreboard will be reset due to all the score related changes. This might happen several times over the course of the Early Access phase. As always, if you run into any issues while playing or have any suggestions, feel free to post here on steam or hop onto our Discord server.
BroodStar
David Schmidthoffer
self-published
2020-09-30
Indie Adventure Singleplayer EA
Game News Posts 26
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(73 reviews)
https://store.steampowered.com/app/1232100 
BroodStar - Linux [630.48 M]
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Features
- 12 Procedurally Generated Levels with Random Enemies, Events and Bosses
- Challenges and Leaderboards
- 7 Main and 6 Sub Weapon Types
- 200 Unique Upgrades
- Research System
- Seed System
- Challenging Bosses and Boss Variations
- Stage Modifiers and Events
There are 12 campaign stages, each with its own unique theme and enemy types. Keep an eye out for some secret/optional stages as well!
Besides the campaign you can also tackle a few challenge stages with specific setups and separate leaderboards!
Stage Modifiers will change the behavior of the enemies and introduce new hazards. Events such as ambushes, mid-stage bosses and more can spawn during each stage, introducing a new objective when triggered and generously rewarding the player when completed.
Enemies in BroodStar are a variety of standard SHMUP enemies and some more "confrontational" ones. There will be quite a few that aren't afraid to get in your face and ruin your day. Enemies that spawn in "Infected" stages are even tougher than their normal counterparts, so watch out!
The Upgrades in BroodStar can vary from simple Stat Upgrades that power up your ship, to more advanced types that can grant you powerful Active Items,
Projectile Modifiers or Drone Companions. Most of the Upgrade modules will combine with eachother to create unique combos. There are a ton of combo possibilities so don't be afraid to experiment!
The Research System will allow you to further power up your ship before each playthrough. Research points are obtained through picking up Modules of any kind and may be spent on any of the 3 available Research Trees: Offense, Defense and Utility.
Each playthrough will have a unique string identifier that determines the generated content. Share this seed with your friends so they can experience the same crazy combos and hardships that you did!
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