▶
The "Game's Easier" Update
- New patch out, V0.1.05! - Makes the game significantly easier/more approachable. - I'm working on a lot of extra stuff (such as an extended tutorial option) to further help tutorialization and ease the learning curve. - Said extra stuff will make its way into the demo very soon! First of all, thank you to everyone who has so far given the game a try/wishlisted it! I've received a ton of feedback which I am working on implementing right now. The two main pieces of feedback which I have received are: [olist] The game's too hard.
The game's tutorialization is lacking.
[/olist]
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.
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.
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.
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.
[ 2023-06-07 12:44:47 CET ] [ Original post ]
TL: DR:
- New patch out, V0.1.05! - Makes the game significantly easier/more approachable. - I'm working on a lot of extra stuff (such as an extended tutorial option) to further help tutorialization and ease the learning curve. - Said extra stuff will make its way into the demo very soon! First of all, thank you to everyone who has so far given the game a try/wishlisted it! I've received a ton of feedback which I am working on implementing right now. The two main pieces of feedback which I have received are: [olist]
CHANGES:
- Adjusted Rank System:
- Increased performance requirements for reaching higher ranks.
- Slowed down enemies on lower ranks.
- Reduced spawn rate of enemies on lower ranks.
- Adjusted enemy damage:
- Reduced base enemy damage.
- Elite (Colored) / Augmented (Outline) enemies now have increased damage modifiers.
- Adjusted Boosting:
- Boosting past 1HP will now, temporarily, decrease player max health at a rapid rate.
- Decreased base Boost cost.
- Reduced the effect Boost Heat has on Boost HP cost.
- Increased the amount of Boost Heat reduced on taunt.
- Boost Heat now recovers faster when not boosting.
- Added "Low HP" Alert
- Quality of Life option that can be disabled in the options menu.
- Plays an audible alert sound while also displaying visuals.
- Added "Overhead cam distance" option.
- Quality of Life option that can be tuned in the options menu.
- Lets you move the camera further ahead or back depending on what is more comfortable for you.
- Adjusted Auto-Slam:
- Increased base homing
- Homing rate now depends on character vehicle size
- Reduced detection range to more accurately detect in the actual attack range
- Inputting Auto-Slam with no target will now play a distinct sound
- Removed green civilians
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.
- Adjusted John Carma's Spin Attack:
- Removed "crash state" when hitting a wall
- Removed vulnerability debuff after use
- Increased cooldown
- Added minimum 25HP gain when finishing a level.
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.
- Added 5 seconds of extra time for the desert levels pre-loop.
- Civilians no longer move too far away in case the player is staying behind for a bit.
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.
- Mr.Kill's special sound effect has been increased in volume.
BUG FIXES:
- Menu Movement now takes priority over Menu Confirm/Retreat inputs.
- BASS-BOOSTED VUVUZELA now only displays the "health up" effect and sound when you actually taunt enemies and have the effect trigger, rather than always.
WHAT'S NEXT?
Coming in V0.1.1:
- An additional, optional, extended tutorial going into some of the more intricate mechanics of the game for players looking to up their game a bit.
- A Keyword system in Tips and the Shop, improving readability and coming with explanations of what each of the keywords do.
- More immediate feedback of what has ended your run, and how you can deal with it in the form of a special tip on the Game Over screen.
- An alternative Control Scheme similar to the "Free Star" from Kirby's Airride
- An option to directly change character from the Game Over screen
- More obvious and extended attack indicators for the Side-Slam and certain enemy attacks (such as Pete's Spin Attack)
- Better visual indicators for what is selected in the Upgrade Screen
- A redesigned "Tune Up" Button in the Upgrade Screen so its actually noticable that there is an entire extra screen for you to upgrade your vehicle's health in
- A bunch of other misc. changes aimed to help tutorialization (such as a couple more tips).
[ 2023-06-07 12:44:47 CET ] [ Original post ]
REDLINE CROOKS
Alexander Golke
Developer
Alexander Golke
Publisher
2024
Release
Game News Posts:
34
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(29 reviews)
Public Linux Depots:
- [0 B]
REDLINE CROOKS is a unique, fast-paced combat-racer combining roguelite elements and breakneck speeds to make for a one-of-a-kind, high-octane experience. Charge through walls, cops and more using anything ranging from a tuned-up sports car to a forklift lacking certification. Why outrun the long arm of the law when you can slam it into a wall instead?
- Pick one out of 9 playable convicts, each with distinct playstyles and character-specific upgrades.
- Use the Boost to reach dangerously high speeds and blast through walls and enemies alike at the cost of your health.
- Slam, blow up, launch, ram or otherwise destroy anyone looking to get you back behind bars, and be rewarded with cash and health.
- Build an arsenal of powerful upgrades purchasable from the ever-trustworthy shopkeeper - there are over 100 items for you to mix and match, making every run unique.
- Perform well to rank up, ramping up both the difficulty and the rewards you get using a God Hand-inspired difficulty scaling system.
- Master the intricate mechanics and make it to the top of the online leaderboard, or just have a good time in this easy to play, hard to master experience.
- Test your skills by completing jobs, earning stamps which can be exchanged for customization options and more.
- Jam out to an awesome, original digital-fusion soundtrack by father p.
Featured promo illustration & revised logo by Sam Filstrup
MINIMAL SETUP
- OS: Ubuntu works. other distros not guaranteed.
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