A fast-paced action rogue-like where explosive combat fuels 'Blitz' ultimates—a rage mode that dominates the battlefield. Endure relentless battles, enhance your arsenal, and evolve powerful abilities. Each run opens new tactical possibilities in this intense arena shooter
Stand your ground against relentless waves of determined enemies. Strategically deploy your arsenal of primary and secondary abilities to maintain control of the battlefield. Each enemy type presents a unique challenge - from swift aerial threats to powerful ground forces - demanding quick thinking and precise execution to ensure your survival.
After each hard-fought victory, invest your hard-earned cash in a robust and intricate upgrade system. Enhance your primary abilities, unlock powerful secondary skills, and discover synergistic combinations that shape your unique loadout. Every choice shapes your strategy, building toward powerful ability combinations that can withstand increasingly challenging waves.
Craft your perfect defense by experimenting with the diverse array of skills and upgrades. Will you specialize in area-of-effect devastation, pinpoint precision, or a balanced approach? Adapt your strategy with each run, as no two games are ever the same in this endlessly replayable experience. Master the charge mechanics of different weapons to create devastating combinations and unleash spectacular 'Blitz' ultimates at crucial moments.
Hey everyone!
Lots of big changes in this update, so lets jump in:
First upyou can move now. The original concept for Neon Blitz was all about being rooted in place, but after a lot of thought and testing, Ive decided to move on from that. Being able to reposition adds a layer of mechanical challenge that the game really needed. It already feels better and solves a lot of design issues that were holding things back. Its probably here to stay.
To go with that, I added a smoky outer barrier around the arena. If you step into it, your visibility is limited in this area and youll take damage over time. Its a soft edge to the play areameant to keep the action focused without feeling like a hard wall.
Enemy spawning also got a full overhaul. I now have much more control over when and how enemies show up, which lets me better shape the pacing and intensity of each wave. It gives me the ability to make the difficulty curve feel intentional rather than chaotic.
Ive also improved how damage feels. Theres stronger screen shake, a red vignette effect, and a subtle bit of chromatic aberration when you get hit. The result is punchier feedback that makes each hit land with more weight.
Visually, Ive been testing a new look for the enemies. Im liking the direction this is going a lot more than the previous designs.
On the progression side, Ive replaced the money system with XP-based leveling. You gain experience during a run, and upgrades now have a flat cost. Its simpler and more readable, but Ill likely need to modify the upgrade system as I can now longer balance based on upgrade cost.
Also, Im experimenting with enemy colors again. Ive mostly stuck to red and blue up to now, but it might be time to open that up. Curious what people think.
As always, if youre enjoying the updates, wishlist Neon Blitz and stay tuned!
Minimum Setup
- Processor: x86_32 CPU with SSE2 instructionsMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 5500 (Broadwell). AMD Radeon R5 Graphics (Kaveri)
- Storage: 2 GB available space
Recommended Setup
- Processor: x86_64 CPUMemory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 1050 (Pascal). AMD Radeon RX 460 (GCN 4.0)
- Storage: 2 GB available space
[ 6489 ]
[ 2949 ]
[ 2339 ]