Name | REDLINE CROOKS | ||
Developer | Alexander Golke | ||
Publisher | Alexander Golke | ||
Tags | |||
Release | 2024 | ||
Steam | |||
News | |||
Controls | Keyboard Mouse Partial Controller Support Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store |
Yo! |
Hello again!
This character has been a ton of fun to make and playtest. Looking forward to what people will be able to do with it once the game hits the shelves! [h3]Work on the nebulous "Character Upgrade Tree"[/h3] The plan is for each of the Characters to have 8 character specific upgrades to them. The Demo currently only features the first 2 of each of the 4. These upgrades are intended to scale with the game, so the first 2 are on the weaker end, the next 2 can be found in mid-game, and the last 2 are up for grabs towards the end. Think Ultra Mutations from Nuclear Throne except a bit more granular. Since I do want each of them to be pretty impactful and meaningful, I've been going back and forth on some designs. I'll hopefully be able to make a Post about those, soon! For now, I offer you this very strange looking upgrade, I wonder who it's for, really. ---------------------------------- And that's it. Again - shorter than usual, but that's the point! I'd like to move away from the "Kinda rare but massive" Devlogs to the "decently frequent but smol" Devlogs. Hopefully this has been an interesting read. Thank you for reading! Join the Discord Follow on Twitter(X) - Alexander |
[h3]V.0.1.3 is here![/h3]
Improved Health Gain Listing Previously, with DMG NUMBERS enabled, whenever you dealt damage to an enemy and gained health, the numbers would just pop out of the interaction. This, in hindsight, was of course pretty confusing. They all had the same color and overlapped each other. All player health-gain has now been moved to a display next to the healthbar, leaving the numbers that pop out reserved to damage. This little display even temporarily stacks the health received, so if you knock out 3 enemies at once, you can review how much health that gave you in total, rather than one-by-one. Useful for stuff like SUPER HONK, in case you want to see if the SUPER HONK ended up paying for itself. New Base Desert Big Enemy This isn't really a QOL change but I couldn't fit it anywhere else. The Big Cop has been retired as the mainstay Big Enemy of the Desert, now instead being reserved to a rare spawn whenever the game would spawn a normal Cop instead. It's place is now taken by the Desert Gunner. While the first area was intended to be easy, the big enemy just being the same as a normal cop but big felt pretty underwhelming and made the first area feel kinda boring. This new enemy is intended to spice things up a bit, without significantly raising the difficulty. A Ton Of Other Stuff I Forgot To Note Down, Woops Since I didn't really anticipate another Patch, I didn't note down a bunch of changes, but there are a bunch of unnoted ones here. Most of them are minor and visual, or some simple stat tweaks. So if the color of the Desert Ground looks slightly different, or an enemy turns slightly differently, you'll know why. ------------------------------------------------------------ I am now pretty happy with the Demo. It's a bit hard to make a Demo that feels good for a game that is, by concept, intended to be short. I hope it is now equipped with enough boom to really give you a good idea of what the full game will be like if you give it a try. Join the Discord Follow on Twitter/X - Alexander |
Hey! |
V0.1.206a! Small patch that does 2 things. |
Hey! |
[h3]V0.1.206 has arrived![/h3]
Join the Discord! Follow on Twitter! - Alexander |
Hey, been a while! |
[h3]V0.1.205 has arrived![/h3]
Bug Fixes:
Join the Discord! Follow on Twitter! - Alexander |
Small patch adding Steam Cloud Support and Steam Screenshot Support. |
[h3]V0.1.203 is here![/h3] This now means that you can boost indefinitely in a state of extreme vulnerability, as long as you continue to interact (Read: Taunt to reduce your Boost Heat and destroy vehicles for healing) with enemies. And even if you do mess up, the downtime before you can boost again at 1/1 is much, much shorter compared to the previous downtime in which you had to wait to get back your max HP. Change 3) is an interesting one, as it's basically just cheese protection. How do you prevent someone from just digging through walls and spamming taunt? Or making use of a high-speed build to just consistently out speed enemies, never interacting? You force them to heal, since otherwise Boost Heat build-up will out scale any Boost Heat reduced by Taunting. In normative play however, this should only play a minor role. As a result, you may now stay in your state of power for much longer, and even indefinitely if you are good on your Boost Heat management, with the push and pull being retained by being restricted to 1/1 - a single mistake, and you are out! [h2]Full Changelog:[/h2] General/System Changes:
As always, if you have any feedback about the introduced changes, please let me know! Thanks! Join the Discord! Follow on Twitter! - Alexander |
V0.1.201 Changelog:
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[h3]V.0.1.2 is here![/h3]
Balancing:
Bug Fixes:
And that's it! This has been a major milestone to clear so far, and I am very happy with how things have turned out! There are still some things floating around on the backburner, but with this cleared the Demo should be in a much better spot now as far as replayability goes. Please let me know what you think if you give it a spin. Join the Discord! Follow on Twi... uuhh.. X? - Alexander |
V0.1.1 is here!
This Tutorial is available to do the moment you have completed Tutorial 1. The game will actively nudge you towards it after getting your first couple Destructions straight from the Game Over screen, too. While this Tutorial isn't necessary to play the game at its core, it's heavily recommended. Players with a previous save file will not have their Tutorial 2 marked as complete. Other changes include the previously mentioned prompt to choose your Turning Style in the first Tutorial, the game now freezing time to give you space to read, and many more changes that prevent accidentally thinking you are making progress when doing the wrong thing. [h3]Upgrade Shop Keywords![/h3] The Upgrade Shop now has helpful Keyword cards pop up when the selected Upgrade features a special Keyword for specific, special effects, such as Turbos, the Vulnerable Status effect, and more! This system should immediately clear up some headscratchers in the upgrade screen, and should aid in making a more informed decision when picking your next item. [h3]Additional Game Over feedback[/h3] The Game Over screen now shows what particular thing caused your demise, which should help in clearing up some confusion if you happen to explode in the middle of the chaos, and give immediate feedback in describing what happened. [h3]Slam Stick![/h3] Controller users which prefer Auto-Slam disabled may now use the right analog stick as a way of inputting slams. The slam direction will correspond to the direction you flick the stick relative to the vehicle angle, regardless of what Turning Mode you've selected. The flick motion of the stick combined with the Side Slam attack makes for a fairly satisfying experience, so if you use a Controller and have Auto-Slam disabled, I recommend giving it a try! [h3]Option Tooltips![/h3] Certain options will now display tooltips explaining what they do. This includes disabled options, which will inform you of why they are disabled. [h2]Full Changelog:[/h2] General/System Changes:
Bug Fixes:
More to come! There are still plenty of points sitting on the feedback list to work off, but with this and the last patch out, the demo should be in a drastically better spot as far as accessibility goes. Please let me know what you think if you give it a spin. Join the Discord! Follow on Twitter! - Alexander |
TL: DR: This patch, V0.1.05, is mostly addressing the game being too hard, hence the name. I'm working on a ton of ways to improve tutorialization, such as an additional extended tutorial, special "Game Over Tips" which appear in the Game Over screen, and more! These features should make their way into the demo fairly soon. But for now, this patch alone should already make the demo a lot more approachable. Please let me know what you think once you get a chance to give it a try. CHANGES: [h3]- Adjusted Rank System:[/h3]
Comment: The player rank directly affects the difficulty and speed of the game. New/Inexperienced players should now find themselves in the appropriate ranks (D-B) far more often, which in turn should make the game feel a lot easier and less punishing. [h3]- Adjusted enemy damage:[/h3]
Comment: The damage dealt overall in the game has proven to be way too punishing, leaving little room for learning. Damage dealt by enemies, especially Desert ones, has been reduced drastically to leave some breathing room. To not make the game too easy, however, said damage has been moved to the stronger enemies, which naturally appear in higher ranks. Overall, damage should now scale upwards much more smoothly. [h3]- Adjusted Boosting:[/h3]
Comment: Boost Heat ended up being a bit too much of a ball and chain, preventing players from really going ham when they wanted to. In addition, it made boosting a bit hard to do for newer players, which made its usage a bit too punishing, despite being a core mechanic. Boosting past 1 HP directly blowing you up also ended up being a bit too punishing, as the rate at which HP decreases was a bit unpredictable due to Boost Heat without prior experience. These changes overall should make boosting easier to do, while still introducing new, interesting decisions by letting players use their max HP as an additional resource. [h3]- Added "Low HP" Alert[/h3]
Comment: A more intuitive and immediate way to tell you are on low HP. If you are experienced enough that you knowingly boost down to that HP and you end up finding the alert to be an annoyance, a quick visit to the Options menu will disable it. [h3]- Added "Overhead cam distance" option.[/h3]
Comment: While attacks and enemies do surround you from all sides in this game, some players have requested an option to see more of the road ahead. If you are one of those, this option should help a lot in managing some turns. [h3]- Adjusted Auto-Slam:[/h3]
Comment: Auto-Slam was a bit too hard to use previously, detecting NPCs outside slam range and more. While these changes purposefully still leave room for error, it should be a lot easier to use now. In addition, larger vehicles (M.A.L.L) which already had an easy time of hitting targets now have reduced homing, while smaller vehicles (Deadlift) now have enhanced homing. [h3]- Removed green civilians[/h3] Comment: A mechanic with good intentions but massive consequences, green civilians were originally implemented to give players more agency about the spawn rate of enemies. Destroying one would have a chance of immediately spawning an enemy. In practice, especially due to how terribly communicated this mechanic was, most players were not aware of this. As such, new players would unknowingly spawn more enemies, which increased difficulty. The job of spawning more enemies if a player is good has now entirely been moved to the rank system. [h3]- Adjusted John Carma's Spin Attack:[/h3]
Comment: JC's special was way too difficult to use, especially as a newcomer character. The relative power this special offered didn't match the downsides attached in practice, so they have been removed and instead moved to a slightly longer cooldown. The Spin Attack should be drastically easier to use now, matching its power. [h3]- Added minimum 25HP gain when finishing a level.[/h3] Comment: Punishment for performing poorly was a bit too drastic when it comes to the timer, often leaving players at very low HP into the next level. This change now grants a bit of help, instead of leaving you completely blank. [h3]- Added 5 seconds of extra time for the desert levels pre-loop.[/h3] [h3]- Civilians no longer move too far away in case the player is staying behind for a bit.[/h3] Comment: Previously, civilians would just keep going after the player, for example, got launched into a wall. This made a "comeback" from that interaction a bit of a slog, as a player would first have to drive for a bit before actually getting some civilians to slam. This change now makes civs stay fairly close, offering a much more immediate opportunity to bounce back and get your HP back. [h3]- Mr.Kill's special sound effect has been increased in volume.[/h3] BUG FIXES:
Comment: This fixes an annoyance in case you bind a Menu Confirm/Retreat input to a Menu Movement key.
WHAT'S NEXT? [h3]Coming in V0.1.1:[/h3]
Thanks a ton again for all the feedback everyone has given! The game should be a lot more approachable now, while still retaining plenty of challenge for players seeking it. Join the Discord! Follow on Twitter! - Alexander |
The Store Page and Demo of REDLINE CROOKS is now live! Thanks! - Alexander |