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Update 1.3 - The Edge of Night
"Switch", this mode is unlocked by earning 100k points on Nightmare difficulty, if you already have the bomb weapon unlocked you'll already have it enabled after the update. During this mode at the start of every boss fight the direction that enemies spawn in will switch. You'll find yourself having to hug closer to the middle of the screen and switch up how you view the game in the process. It is a bit of a tougher mode, with a difficulty curve halfway between Nightmare and Normal, with the switching adding something new to the mix. Solo Leaderboard: http://steamcommunity.com/stats/397570/leaderboards/1200264 Co-op Leaderboard: http://steamcommunity.com/stats/397570/leaderboards/1200267
Bobby Rose put together an additional track for the main gameplay track set : https://soundcloud.com/bobby-rose-388454214/the-edge-of-night
Players now start the game fully charged with their unlocked weapon ability. Time Weapon Cooldown [strike]100[/strike] -> 125 Bomb Weapon Cooldown [strike]100[/strike] -> 150 Shield Weapon Cooldown [strike]200[/strike] -> 225 Base Snake boss segment health: [strike]1200[/strike] -> 2500 Snake boss difficulty health scaling has been increased by 33% Fixed an issue where the snake boss was dropping extra power ups. Casual mode difficulty scaling has been increased: [strike]25%[/strike] -> [strike]50%[/strike] Changed: Chaser boss minions spawn closer to the edge of the screen, we'll be watching this closely in the near future if we brought them in too close or what additional changes we'd like to this boss encounter. Fixed: Chaser boss was spawning an extra minion after his wave spawn was already complete Fixed: In co-op dead players were able to pick up power ups Changed: Co-op mode now has fixed colors for spawning White -> Blue -> Green -> Yellow Changed: In Co-op mode player bullets are their player color rather then all white Changed: Picking up an extra life in multiplayer allows a dead player, who died when there were no available lives to spawn in again. Fixed an issue where a new player who started attempting to spawn when there were lives but choose a weapon when no available lives were available would crash the game. Added additional SFX layers, there is an issue with the laser boss firing off too many SFX which we'll fix up very soon.
We'll be making additional tweaks and adding in more sound effects in the near future. We have a complete revamp of our input system allowing hot plugging a controller on Windows and proper key rebinding to support international keyboards that wasn't able to make it in today but will be coming in this next week.
[ 2016-03-24 01:05:16 CET ] [ Original post ]
New Mode
"Switch", this mode is unlocked by earning 100k points on Nightmare difficulty, if you already have the bomb weapon unlocked you'll already have it enabled after the update. During this mode at the start of every boss fight the direction that enemies spawn in will switch. You'll find yourself having to hug closer to the middle of the screen and switch up how you view the game in the process. It is a bit of a tougher mode, with a difficulty curve halfway between Nightmare and Normal, with the switching adding something new to the mix. Solo Leaderboard: http://steamcommunity.com/stats/397570/leaderboards/1200264 Co-op Leaderboard: http://steamcommunity.com/stats/397570/leaderboards/1200267
New Track
Bobby Rose put together an additional track for the main gameplay track set : https://soundcloud.com/bobby-rose-388454214/the-edge-of-night
Balance & Tweaks
Players now start the game fully charged with their unlocked weapon ability. Time Weapon Cooldown [strike]100[/strike] -> 125 Bomb Weapon Cooldown [strike]100[/strike] -> 150 Shield Weapon Cooldown [strike]200[/strike] -> 225 Base Snake boss segment health: [strike]1200[/strike] -> 2500 Snake boss difficulty health scaling has been increased by 33% Fixed an issue where the snake boss was dropping extra power ups. Casual mode difficulty scaling has been increased: [strike]25%[/strike] -> [strike]50%[/strike] Changed: Chaser boss minions spawn closer to the edge of the screen, we'll be watching this closely in the near future if we brought them in too close or what additional changes we'd like to this boss encounter. Fixed: Chaser boss was spawning an extra minion after his wave spawn was already complete Fixed: In co-op dead players were able to pick up power ups Changed: Co-op mode now has fixed colors for spawning White -> Blue -> Green -> Yellow Changed: In Co-op mode player bullets are their player color rather then all white Changed: Picking up an extra life in multiplayer allows a dead player, who died when there were no available lives to spawn in again. Fixed an issue where a new player who started attempting to spawn when there were lives but choose a weapon when no available lives were available would crash the game. Added additional SFX layers, there is an issue with the laser boss firing off too many SFX which we'll fix up very soon.
More coming soon!
We'll be making additional tweaks and adding in more sound effects in the near future. We have a complete revamp of our input system allowing hot plugging a controller on Windows and proper key rebinding to support international keyboards that wasn't able to make it in today but will be coming in this next week.
[ 2016-03-24 01:05:16 CET ] [ Original post ]
Update 1.3 - The Edge of Night
"Switch", this mode is unlocked by earning 100k points on Nightmare difficulty, if you already have the bomb weapon unlocked you'll already have it enabled after the update. During this mode at the start of every boss fight the direction that enemies spawn in will switch. You'll find yourself having to hug closer to the middle of the screen and switch up how you view the game in the process. It is a bit of a tougher mode, with a difficulty curve halfway between Nightmare and Normal, with the switching adding something new to the mix. Solo Leaderboard: http://steamcommunity.com/stats/397570/leaderboards/1200264 Co-op Leaderboard: http://steamcommunity.com/stats/397570/leaderboards/1200267
Bobby Rose put together an additional track for the main gameplay track set : https://soundcloud.com/bobby-rose-388454214/the-edge-of-night
Players now start the game fully charged with their unlocked weapon ability. Time Weapon Cooldown [strike]100[/strike] -> 125 Bomb Weapon Cooldown [strike]100[/strike] -> 150 Shield Weapon Cooldown [strike]200[/strike] -> 225 Base Snake boss segment health: [strike]1200[/strike] -> 2500 Snake boss difficulty health scaling has been increased by 33% Fixed an issue where the snake boss was dropping extra power ups. Casual mode difficulty scaling has been increased: [strike]25%[/strike] -> [strike]50%[/strike] Changed: Chaser boss minions spawn closer to the edge of the screen, we'll be watching this closely in the near future if we brought them in too close or what additional changes we'd like to this boss encounter. Fixed: Chaser boss was spawning an extra minion after his wave spawn was already complete Fixed: In co-op dead players were able to pick up power ups Changed: Co-op mode now has fixed colors for spawning White -> Blue -> Green -> Yellow Changed: In Co-op mode player bullets are their player color rather then all white Changed: Picking up an extra life in multiplayer allows a dead player, who died when there were no available lives to spawn in again. Fixed an issue where a new player who started attempting to spawn when there were lives but choose a weapon when no available lives were available would crash the game. Added additional SFX layers, there is an issue with the laser boss firing off too many SFX which we'll fix up very soon.
We'll be making additional tweaks and adding in more sound effects in the near future. We have a complete revamp of our input system allowing hot plugging a controller on Windows and proper key rebinding to support international keyboards that wasn't able to make it in today but will be coming in this next week.
[ 2016-03-24 01:05:16 CET ] [ Original post ]
New Mode
"Switch", this mode is unlocked by earning 100k points on Nightmare difficulty, if you already have the bomb weapon unlocked you'll already have it enabled after the update. During this mode at the start of every boss fight the direction that enemies spawn in will switch. You'll find yourself having to hug closer to the middle of the screen and switch up how you view the game in the process. It is a bit of a tougher mode, with a difficulty curve halfway between Nightmare and Normal, with the switching adding something new to the mix. Solo Leaderboard: http://steamcommunity.com/stats/397570/leaderboards/1200264 Co-op Leaderboard: http://steamcommunity.com/stats/397570/leaderboards/1200267
New Track
Bobby Rose put together an additional track for the main gameplay track set : https://soundcloud.com/bobby-rose-388454214/the-edge-of-night
Balance & Tweaks
Players now start the game fully charged with their unlocked weapon ability. Time Weapon Cooldown [strike]100[/strike] -> 125 Bomb Weapon Cooldown [strike]100[/strike] -> 150 Shield Weapon Cooldown [strike]200[/strike] -> 225 Base Snake boss segment health: [strike]1200[/strike] -> 2500 Snake boss difficulty health scaling has been increased by 33% Fixed an issue where the snake boss was dropping extra power ups. Casual mode difficulty scaling has been increased: [strike]25%[/strike] -> [strike]50%[/strike] Changed: Chaser boss minions spawn closer to the edge of the screen, we'll be watching this closely in the near future if we brought them in too close or what additional changes we'd like to this boss encounter. Fixed: Chaser boss was spawning an extra minion after his wave spawn was already complete Fixed: In co-op dead players were able to pick up power ups Changed: Co-op mode now has fixed colors for spawning White -> Blue -> Green -> Yellow Changed: In Co-op mode player bullets are their player color rather then all white Changed: Picking up an extra life in multiplayer allows a dead player, who died when there were no available lives to spawn in again. Fixed an issue where a new player who started attempting to spawn when there were lives but choose a weapon when no available lives were available would crash the game. Added additional SFX layers, there is an issue with the laser boss firing off too many SFX which we'll fix up very soon.
More coming soon!
We'll be making additional tweaks and adding in more sound effects in the near future. We have a complete revamp of our input system allowing hot plugging a controller on Windows and proper key rebinding to support international keyboards that wasn't able to make it in today but will be coming in this next week.
[ 2016-03-24 01:05:16 CET ] [ Original post ]
Update 1.2.5 : Power Overwhelming
In order to make highscoring casual runs more interesting without changing the balance for new players, we're trying out a power up cap of 4 of each type; damage, fire rate, pierce, spread shot, and health, and after you've maxed out on 4, any above that will drop on death.
Laser boss laser damage: [strike]150[/strike] -> 300
Since there have been a lot of balance changes in the past 3 months since launch, we've reset the leaderboards and here are screenshots of the top 15s. http://imgur.com/a/lDdaB We'll be throwing a prize to each person on the top 15 for one of our future games down the road, as well as those who hold top 15 spots at the end of season 2, which will run till mid May. Great job everyone! We hope these next set of changes will provide more depth and looking forward to our next content update in March!
[ 2016-02-04 03:10:04 CET ] [ Original post ]
Power cap
In order to make highscoring casual runs more interesting without changing the balance for new players, we're trying out a power up cap of 4 of each type; damage, fire rate, pierce, spread shot, and health, and after you've maxed out on 4, any above that will drop on death.
Lazerz
Laser boss laser damage: [strike]150[/strike] -> 300
Start of Season 2
Since there have been a lot of balance changes in the past 3 months since launch, we've reset the leaderboards and here are screenshots of the top 15s. http://imgur.com/a/lDdaB We'll be throwing a prize to each person on the top 15 for one of our future games down the road, as well as those who hold top 15 spots at the end of season 2, which will run till mid May. Great job everyone! We hope these next set of changes will provide more depth and looking forward to our next content update in March!
[ 2016-02-04 03:10:04 CET ] [ Original post ]
Update 1.2.5 : Power Overwhelming
In order to make highscoring casual runs more interesting without changing the balance for new players, we're trying out a power up cap of 4 of each type; damage, fire rate, pierce, spread shot, and health, and after you've maxed out on 4, any above that will drop on death.
Laser boss laser damage: [strike]150[/strike] -> 300
Since there have been a lot of balance changes in the past 3 months since launch, we've reset the leaderboards and here are screenshots of the top 15s. http://imgur.com/a/lDdaB We'll be throwing a prize to each person on the top 15 for one of our future games down the road, as well as those who hold top 15 spots at the end of season 2, which will run till mid May. Great job everyone! We hope these next set of changes will provide more depth and looking forward to our next content update in March!
[ 2016-02-04 03:10:04 CET ] [ Original post ]
Power cap
In order to make highscoring casual runs more interesting without changing the balance for new players, we're trying out a power up cap of 4 of each type; damage, fire rate, pierce, spread shot, and health, and after you've maxed out on 4, any above that will drop on death.
Lazerz
Laser boss laser damage: [strike]150[/strike] -> 300
Start of Season 2
Since there have been a lot of balance changes in the past 3 months since launch, we've reset the leaderboards and here are screenshots of the top 15s. http://imgur.com/a/lDdaB We'll be throwing a prize to each person on the top 15 for one of our future games down the road, as well as those who hold top 15 spots at the end of season 2, which will run till mid May. Great job everyone! We hope these next set of changes will provide more depth and looking forward to our next content update in March!
[ 2016-02-04 03:10:04 CET ] [ Original post ]
Update 1.2 : Apex
"Boss Mode", this mode is unlocked by defeating each boss once during any of the other modes, if you already have the laser weapon unlocked you'll already have it enabled after the update. During this mode we've made some tweaks to Boss and Shadow spawning as well as changes to difficulty ramp up. You'll find yourself fighting 2 bosses most of the time, but as you progress and if you take too much time fighting one set of bosses you'll soon find yourself fighting 3 or even more bosses. The time at the start and in-between boss fights is significantly reduced, since your focus will be on the Bosses there are fewer Shadows in this mode. http://steamcommunity.com/stats/397570/leaderboards/1020671 http://steamcommunity.com/stats/397570/leaderboards/1127795
We've removed the health cap on all enemies, this should allow things to scale during your record Casual leaderboard runs. Achievements are now unlockable during both Casual and Boss modes, with the exception of Galaxy (400k+ score on Normal or Hard) and Bomb (100k+ score on Hard). We hope you enjoy these changes, we'll be shooting for the end of March to bring you guys another content update, if you find any bugs or have feedback let us know.
[ 2016-01-18 20:00:55 CET ] [ Original post ]
New Game Mode
"Boss Mode", this mode is unlocked by defeating each boss once during any of the other modes, if you already have the laser weapon unlocked you'll already have it enabled after the update. During this mode we've made some tweaks to Boss and Shadow spawning as well as changes to difficulty ramp up. You'll find yourself fighting 2 bosses most of the time, but as you progress and if you take too much time fighting one set of bosses you'll soon find yourself fighting 3 or even more bosses. The time at the start and in-between boss fights is significantly reduced, since your focus will be on the Bosses there are fewer Shadows in this mode. http://steamcommunity.com/stats/397570/leaderboards/1020671 http://steamcommunity.com/stats/397570/leaderboards/1127795
Uncapped
We've removed the health cap on all enemies, this should allow things to scale during your record Casual leaderboard runs. Achievements are now unlockable during both Casual and Boss modes, with the exception of Galaxy (400k+ score on Normal or Hard) and Bomb (100k+ score on Hard). We hope you enjoy these changes, we'll be shooting for the end of March to bring you guys another content update, if you find any bugs or have feedback let us know.
[ 2016-01-18 20:00:55 CET ] [ Original post ]
Update 1.2 : Apex
"Boss Mode", this mode is unlocked by defeating each boss once during any of the other modes, if you already have the laser weapon unlocked you'll already have it enabled after the update. During this mode we've made some tweaks to Boss and Shadow spawning as well as changes to difficulty ramp up. You'll find yourself fighting 2 bosses most of the time, but as you progress and if you take too much time fighting one set of bosses you'll soon find yourself fighting 3 or even more bosses. The time at the start and in-between boss fights is significantly reduced, since your focus will be on the Bosses there are fewer Shadows in this mode. http://steamcommunity.com/stats/397570/leaderboards/1020671 http://steamcommunity.com/stats/397570/leaderboards/1127795
We've removed the health cap on all enemies, this should allow things to scale during your record Casual leaderboard runs. Achievements are now unlockable during both Casual and Boss modes, with the exception of Galaxy (400k+ score on Normal or Hard) and Bomb (100k+ score on Hard). We hope you enjoy these changes, we'll be shooting for the end of March to bring you guys another content update, if you find any bugs or have feedback let us know.
[ 2016-01-18 20:00:55 CET ] [ Original post ]
New Game Mode
"Boss Mode", this mode is unlocked by defeating each boss once during any of the other modes, if you already have the laser weapon unlocked you'll already have it enabled after the update. During this mode we've made some tweaks to Boss and Shadow spawning as well as changes to difficulty ramp up. You'll find yourself fighting 2 bosses most of the time, but as you progress and if you take too much time fighting one set of bosses you'll soon find yourself fighting 3 or even more bosses. The time at the start and in-between boss fights is significantly reduced, since your focus will be on the Bosses there are fewer Shadows in this mode. http://steamcommunity.com/stats/397570/leaderboards/1020671 http://steamcommunity.com/stats/397570/leaderboards/1127795
Uncapped
We've removed the health cap on all enemies, this should allow things to scale during your record Casual leaderboard runs. Achievements are now unlockable during both Casual and Boss modes, with the exception of Galaxy (400k+ score on Normal or Hard) and Bomb (100k+ score on Hard). We hope you enjoy these changes, we'll be shooting for the end of March to bring you guys another content update, if you find any bugs or have feedback let us know.
[ 2016-01-18 20:00:55 CET ] [ Original post ]
Update 1.1 : Even Darker
Piercing Shot Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Piercing shot gives all bullets health, which gets subtracted against enemies that it hits; if you hit a small shadow the bullet will continue traveling and potentially hit a 2nd target dealing reduced damage based on health remaining. As you stack this power up without dying you'll be able to hit larger shadows and still be able to pierce them dealing more damage. Bullets won't be piercing through bosses, so while shadows may no longer block your shots, you won't deal "more" damage to bosses. Bullet health: Rank 0: 1, Rank 1: 100, Rank 2: 150, Rank 3: 200, etc Shadows are generally around 75-100 health, increasing with difficulty Damage Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Bullet size will increase, making it easier to hit targets and larger glow radius. Bullet damage increases 7.5% off base bullet damage. Bullet Damage: Rank 0: 200, Rank 1: 215, Rank 2: 230, Rank 3: 245, etc
Spiral Weapon & Galaxy Weapon: We wanted to make these stand out from eachother more, with the Galaxy (Twin Shot Spiral) to feel stat wise more like an upgrade to the Spiral weapon which is the starter unlock while still having their own pros and cons. The Spiral weapon will be easier to spam, giving you a constant flow of screen clear; while the Galaxy weapon has more of a punch for when you need it most. Spiral Weapon Charge Up Cooldown: [strike]100[/strike] - > 80 Galaxy Weapon Charge Up Cooldown: [strike]100[/strike] - > 110 Spiral Weapon Total Bullets Fired: [strike]100[/strike] - > 50 Galaxy Weapon Total Bullets Fired: [strike]100[/strike] - > 120 Spiral Weapon Fire Speed: [strike]0.02[/strike] - > 0.03 Galaxy Weapon Fire Speed: [strike]0.03[/strike] - > 0.02 Big Shot Weapon: Nerf hammer was calling, we still want to keep the strategy of using this point blank vs a boss, but this will help make it so you can't get up use this on every boss you see. Big Shot Charge Up Cooldown: [strike]150[/strike] - > 200 More Shadows Spawn limit increase from difficulty: [strike].1[/strike] - > .14 This should help create darker screens as difficulty in the game goes up, as well as on nightmare.
Names are work in progress, we'd love to hear your suggestions! "Chaser Spawner" boss : This boss will stay on the right side of the screen pelleting you with a steady stream of bullets as well as ocassionally launching a Chaser enemy either on the top or bottom of the screen. "Death" boss : Spawning with a wave of Chasers circling your location, this boss will hunt you you, hitting him with bullets will slow down his speed, giving you the distance away from him that you'll need. Once you defeat him he explodes into a barrage of bullet, leaving death in its wake. Spawning of Chaser waves has been removed outside of the "Death" boss, individual chasers are still enabled.
[ 2015-11-25 22:32:16 CET ] [ Original post ]
Additional Shot Modifiers
Piercing Shot Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Piercing shot gives all bullets health, which gets subtracted against enemies that it hits; if you hit a small shadow the bullet will continue traveling and potentially hit a 2nd target dealing reduced damage based on health remaining. As you stack this power up without dying you'll be able to hit larger shadows and still be able to pierce them dealing more damage. Bullets won't be piercing through bosses, so while shadows may no longer block your shots, you won't deal "more" damage to bosses. Bullet health: Rank 0: 1, Rank 1: 100, Rank 2: 150, Rank 3: 200, etc Shadows are generally around 75-100 health, increasing with difficulty Damage Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Bullet size will increase, making it easier to hit targets and larger glow radius. Bullet damage increases 7.5% off base bullet damage. Bullet Damage: Rank 0: 200, Rank 1: 215, Rank 2: 230, Rank 3: 245, etc
Rebalancing
Spiral Weapon & Galaxy Weapon: We wanted to make these stand out from eachother more, with the Galaxy (Twin Shot Spiral) to feel stat wise more like an upgrade to the Spiral weapon which is the starter unlock while still having their own pros and cons. The Spiral weapon will be easier to spam, giving you a constant flow of screen clear; while the Galaxy weapon has more of a punch for when you need it most. Spiral Weapon Charge Up Cooldown: [strike]100[/strike] - > 80 Galaxy Weapon Charge Up Cooldown: [strike]100[/strike] - > 110 Spiral Weapon Total Bullets Fired: [strike]100[/strike] - > 50 Galaxy Weapon Total Bullets Fired: [strike]100[/strike] - > 120 Spiral Weapon Fire Speed: [strike]0.02[/strike] - > 0.03 Galaxy Weapon Fire Speed: [strike]0.03[/strike] - > 0.02 Big Shot Weapon: Nerf hammer was calling, we still want to keep the strategy of using this point blank vs a boss, but this will help make it so you can't get up use this on every boss you see. Big Shot Charge Up Cooldown: [strike]150[/strike] - > 200 More Shadows Spawn limit increase from difficulty: [strike].1[/strike] - > .14 This should help create darker screens as difficulty in the game goes up, as well as on nightmare.
Time to Chase - Two New Bosses!
Names are work in progress, we'd love to hear your suggestions! "Chaser Spawner" boss : This boss will stay on the right side of the screen pelleting you with a steady stream of bullets as well as ocassionally launching a Chaser enemy either on the top or bottom of the screen. "Death" boss : Spawning with a wave of Chasers circling your location, this boss will hunt you you, hitting him with bullets will slow down his speed, giving you the distance away from him that you'll need. Once you defeat him he explodes into a barrage of bullet, leaving death in its wake. Spawning of Chaser waves has been removed outside of the "Death" boss, individual chasers are still enabled.
Bugs Fixed
- Snake boss will now properly drop a powerup on death in the event that another boss exists.
[ 2015-11-25 22:32:16 CET ] [ Original post ]
Update 1.1 : Even Darker
Piercing Shot Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Piercing shot gives all bullets health, which gets subtracted against enemies that it hits; if you hit a small shadow the bullet will continue traveling and potentially hit a 2nd target dealing reduced damage based on health remaining. As you stack this power up without dying you'll be able to hit larger shadows and still be able to pierce them dealing more damage. Bullets won't be piercing through bosses, so while shadows may no longer block your shots, you won't deal "more" damage to bosses. Bullet health: Rank 0: 1, Rank 1: 100, Rank 2: 150, Rank 3: 200, etc Shadows are generally around 75-100 health, increasing with difficulty Damage Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Bullet size will increase, making it easier to hit targets and larger glow radius. Bullet damage increases 7.5% off base bullet damage. Bullet Damage: Rank 0: 200, Rank 1: 215, Rank 2: 230, Rank 3: 245, etc
Spiral Weapon & Galaxy Weapon: We wanted to make these stand out from eachother more, with the Galaxy (Twin Shot Spiral) to feel stat wise more like an upgrade to the Spiral weapon which is the starter unlock while still having their own pros and cons. The Spiral weapon will be easier to spam, giving you a constant flow of screen clear; while the Galaxy weapon has more of a punch for when you need it most. Spiral Weapon Charge Up Cooldown: [strike]100[/strike] - > 80 Galaxy Weapon Charge Up Cooldown: [strike]100[/strike] - > 110 Spiral Weapon Total Bullets Fired: [strike]100[/strike] - > 50 Galaxy Weapon Total Bullets Fired: [strike]100[/strike] - > 120 Spiral Weapon Fire Speed: [strike]0.02[/strike] - > 0.03 Galaxy Weapon Fire Speed: [strike]0.03[/strike] - > 0.02 Big Shot Weapon: Nerf hammer was calling, we still want to keep the strategy of using this point blank vs a boss, but this will help make it so you can't get up use this on every boss you see. Big Shot Charge Up Cooldown: [strike]150[/strike] - > 200 More Shadows Spawn limit increase from difficulty: [strike].1[/strike] - > .14 This should help create darker screens as difficulty in the game goes up, as well as on nightmare.
Names are work in progress, we'd love to hear your suggestions! "Chaser Spawner" boss : This boss will stay on the right side of the screen pelleting you with a steady stream of bullets as well as ocassionally launching a Chaser enemy either on the top or bottom of the screen. "Death" boss : Spawning with a wave of Chasers circling your location, this boss will hunt you you, hitting him with bullets will slow down his speed, giving you the distance away from him that you'll need. Once you defeat him he explodes into a barrage of bullet, leaving death in its wake. Spawning of Chaser waves has been removed outside of the "Death" boss, individual chasers are still enabled.
[ 2015-11-25 22:32:16 CET ] [ Original post ]
Additional Shot Modifiers
Piercing Shot Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Piercing shot gives all bullets health, which gets subtracted against enemies that it hits; if you hit a small shadow the bullet will continue traveling and potentially hit a 2nd target dealing reduced damage based on health remaining. As you stack this power up without dying you'll be able to hit larger shadows and still be able to pierce them dealing more damage. Bullets won't be piercing through bosses, so while shadows may no longer block your shots, you won't deal "more" damage to bosses. Bullet health: Rank 0: 1, Rank 1: 100, Rank 2: 150, Rank 3: 200, etc Shadows are generally around 75-100 health, increasing with difficulty Damage Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Bullet size will increase, making it easier to hit targets and larger glow radius. Bullet damage increases 7.5% off base bullet damage. Bullet Damage: Rank 0: 200, Rank 1: 215, Rank 2: 230, Rank 3: 245, etc
Rebalancing
Spiral Weapon & Galaxy Weapon: We wanted to make these stand out from eachother more, with the Galaxy (Twin Shot Spiral) to feel stat wise more like an upgrade to the Spiral weapon which is the starter unlock while still having their own pros and cons. The Spiral weapon will be easier to spam, giving you a constant flow of screen clear; while the Galaxy weapon has more of a punch for when you need it most. Spiral Weapon Charge Up Cooldown: [strike]100[/strike] - > 80 Galaxy Weapon Charge Up Cooldown: [strike]100[/strike] - > 110 Spiral Weapon Total Bullets Fired: [strike]100[/strike] - > 50 Galaxy Weapon Total Bullets Fired: [strike]100[/strike] - > 120 Spiral Weapon Fire Speed: [strike]0.02[/strike] - > 0.03 Galaxy Weapon Fire Speed: [strike]0.03[/strike] - > 0.02 Big Shot Weapon: Nerf hammer was calling, we still want to keep the strategy of using this point blank vs a boss, but this will help make it so you can't get up use this on every boss you see. Big Shot Charge Up Cooldown: [strike]150[/strike] - > 200 More Shadows Spawn limit increase from difficulty: [strike].1[/strike] - > .14 This should help create darker screens as difficulty in the game goes up, as well as on nightmare.
Time to Chase - Two New Bosses!
Names are work in progress, we'd love to hear your suggestions! "Chaser Spawner" boss : This boss will stay on the right side of the screen pelleting you with a steady stream of bullets as well as ocassionally launching a Chaser enemy either on the top or bottom of the screen. "Death" boss : Spawning with a wave of Chasers circling your location, this boss will hunt you you, hitting him with bullets will slow down his speed, giving you the distance away from him that you'll need. Once you defeat him he explodes into a barrage of bullet, leaving death in its wake. Spawning of Chaser waves has been removed outside of the "Death" boss, individual chasers are still enabled.
Bugs Fixed
- Snake boss will now properly drop a powerup on death in the event that another boss exists.
[ 2015-11-25 22:32:16 CET ] [ Original post ]
Shmadow @ IGDA San Diego - 11/5/2015
[ 2015-11-05 07:14:03 CET ] [ Original post ]
Hey everyone! We'll be demoing Shmadow with the International Game Developers Association (IGDA) at the New School of Architecture & Design in San Diego tomorrow (11/5/2015) from 6:30pm to 7:30pm followed by a workshop on ZBrushing https://www.facebook.com/events/1510319619284723/
[ 2015-11-05 07:14:03 CET ] [ Original post ]
Shmadow @ IGDA San Diego - 11/5/2015
[ 2015-11-05 07:14:03 CET ] [ Original post ]
Hey everyone! We'll be demoing Shmadow with the International Game Developers Association (IGDA) at the New School of Architecture & Design in San Diego tomorrow (11/5/2015) from 6:30pm to 7:30pm followed by a workshop on ZBrushing https://www.facebook.com/events/1510319619284723/
[ 2015-11-05 07:14:03 CET ] [ Original post ]
Shmadow
Extrokold Games
Developer
Extrokold Games
Publisher
2015-11-03
Release
Game News Posts:
10
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mostly Positive
(153 reviews)
The Game includes VR Support
Public Linux Depots:
- Shmadow Linux 64 [161.22 M]
- Shmadow Linux 32 [161.2 M]
Inspired by “shmups" and shadows, Shmadow is a modern twin-stick side-scroller that nods to retro arcade gameplay. Use your light to blast through hidden enemies, unlock new powers, and rack up a high score before the darkness takes over. Upon destruction, bosses drop power-ups that correspond to their defenses. These power-ups, used in combination with your customized starting ability, will help you fight the next threat that comes your way. Destroying bosses, dodging bullets, and the element of darkness create an action-packed experience that will put your speed, skill, and strategic thinking to the test!
Features
- Infinite gameplay: Fight your way through endless streams of deadlier enemies
- 4 player local co-op: Recruit friends to help you beat back the darkness
- 12 special weapons and power-ups
- Leaderboards: crush your friends’ scores and beat players from around the globe
- Original adaptive soundtrack
- Full controller support: enjoy the game with controller of your choice
- Three difficulty modes: play in casual, normal, or if you dare, nightmare mode
MINIMAL SETUP
- OS: Ubuntu 12.04+Memory: 2 GB RAMStorage: 150 MB available space
- Memory: 2 GB RAMStorage: 150 MB available space
- Storage: 150 MB available space
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