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Change out asset used for invisibility hazard. It is no longer a potion that looks like something you would want to be hit by.
* re added the option to play with power vector (original controls intended for mouse and keyboard) * bug fix: range guide will now also dissappear when hit by poiton
* Range guide - you can now visually see the swing range of your character * Dash cooldown reduction - 1s -> .75s * Swing cooldown reduction - .5s -> .3s * Orb immunity increase - 0s -> .5s (this applies to the orb after each hit, does not stack)
hit angles, especially chipshots, when upside down were not being calculated correctly. this should fix that. However, there are probably still a few kinks to work out with the hit angles in general.
* hitting a falling potion with the orb will now award 50 points * combos 3 or more in brick count will apply a score multiplier that scales with the brick combo count (ex: combo = 50 combo x3 = 100, combo x4 = 150, etc)
* We have disabled the tutorial while it gets re-worked to match the new mechanics. * We have disabled 'PowerVector' controls for the time being. This is because the dual movement introduced in the previous update is going to become the standard control scheme. 'PowerVector' will return in the future as an option in settings called 'Classic controls'. * Some housekeeping
You can now navigate the menus with a controller. This should make the game 100% playable with a controller now. However, you can't yet skip the tutorial with a controller, so we are not quite at 100% controller support yet. There is also a known issues with the resolution drop down from the pause menu, so it has been disabled for the time being.
should fix the stuttering that sometimes occurs when you clear a level
TLDR: Autopilot now uses an angle based on the where the orb is in relation to the cleaner, rather than being forced to be around 42 degrees. Autopilot is much more flexible now. Before, autopilot would try to apply force at a 42 degree angle unless a "chip shot" was requested (which would add 30 degrees). However, this meant you almost always only had two angles to work with. Now, the angle will be calculated by drawing a line from the players feet to the where the ball enters the swing zone. "Chip shot" will still add 30 degrees, useful when you are close to a wall to avoid trapping the orb under you. This will give you much more control over the orb while still simplifying the gameplay. Autopilot is the preferred way to play with a controller. However, we are going to explore how we can improve the controller experience when wanting more precise gameplay.
fixed an issue that caused player panels to wrap to a second column in the leaderboard. fixed an issue that caused more than the top 10 players to be listed in the leaderboard.
Improved the control scheme for power vector with a controller.
Added joystick sensitivity to settings. The difference between "Power Vector Sensitivity" and "Joystick Sensitivity": "Power Vector Sensitivity" controls how much the vector that is created effects the power of the redirect. This setting applies to both mouse and gamepad. "Joystick Sensitivity" on the other hand only affects how much the game responds to joystick input when creating the vector. Meaning, how quickly you can go from no power to full power and change direction. Have fun!
This update adds controller support for the "Power Vector" style of play. Use the right trigger and analog stick to control the power and direction. You may need to increase the "Power Sensitivity" when using a controller. We will be adding a joystick sensitivity option in the near future as well. Have fun!
General: * Made improvements to existing controller support, more to come. * Remapped keys for dashing, and forcing a "chip shot" in autopilot mode - dash is now only "shift" or pressing "LS" on an xbox controller - "chip shot" moved to "space" or "a" on an xbox controller Autopilot: * Increased power of redirects in autopilot mode * Increased the effectiveness of "dash hitting" the ball in autopilot mode * Decreased power of redirects while standing still in autopilot mode Have fun!
Where have we been? What's going on with the game? We took a break for a while. Life got busy and other things needed to be attended to. We plan on resuming development of PongBreak in the coming days/weeks. The plan is to get the game ready for final release. This means there are some road map updates. New Roadmap: - controller support - polish - final release Where did the bonus map go? It wasn't adding much in the end. But that doesn't mean we are done with maps and that a bonus map will not be added in the future. Just that the current idea didn't really pan out and will not be in the initial release of the game. Looking forward on bringing you more updates! Have fun!
Added a skip tutorial button to the tutorial. The development of the bonus map is going great, though, we are not sure when it will be completed. It will be the game's biggest and most dynamic map yet! Can't wait for you guys to play it! Have fun!
The first of the new maps takes place in the hangers and follows the asteroid field map from the previous update. Looks like you may have missed a few bricks the first time around. Don't feel too bad, these bricks are very shy and hide when they think they are in danger. Perhaps the programmable matter experiment was more successful than originally thought. The second new map (level 19) is the final map before "The Factory". It takes place outside on the surface of an alien planet in the dead of night. Without the glow of a full moon, you'll need to rely on the orbs glow once again. Now for the roadmap updates. There are now 20 maps to clear without losing the orb to obtain "Professional Cleaner" status. Following the completion of the main 20 maps, we are planning to have a bonus map unlocked. The only thing we want to say about the bonus map right now is that it will be geared towards getting new high scores on the leaderboard and will be unlocked by completing all the maps. Once the bonus map is completed, we will be working on polishing the game for final release. We have updated our early access store page to reflect the removal of multiplayer as a stretch goal. We do think this would be fun and may look at it in the future. However, it is unlikely to come in this version of the game for both technical and game design reasons. We have left the level builder as a stretch goal. However, it is likely that should we hit this goal, it will come as a post launch update (for free). Thats all for now, Have fun!
Our new map (Level 18) takes place in an asteroid field. You'll need to utilize good timing and accuracy to take on these new bricks, they may not always be there when your antimatter orb gets there. We also fixed the unstable orb state. The orb will now properly dim when unstable. Have fun!
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