Hello everyone ! We know, we are a couple of days late with this one. We wanted to release as usual but a big nasty bug has prevented us from doing it until now. Anyhow, what's this update bringing this time? Any fancy new enemy? Some big weapons? RPG elements? Well... not really. This time we have concentrated mostly on stability improvements, gameplay tweaks and bug fixes. It may seem as not much new is there in terms of content but believe us the updates are under the hood. In the last updates we have been adding a ton of stuff rapidly, new enemies, weapons, gameplay changes, difficulties, save slots... And those things came in hot from the oven. All of this lead to a build state that was less clean and stable. So, it was time to fix that. Ok, so what exactly this update brings then? Here it is, build 0.8.1.41 changelog:
- Energy received from each enemy has been rebalanced. All enemies give now an amount of energy back that should be more proportional with the amount of energy you spend to kill them.
- Energy drops behaviour has been changed. Now, they will give you energy in the side you collect them. This means that the more you kill the more you can... keep on killing!
- Shield regeneration in Normal mode is now 20 seconds instead of 10. It was way too easy...
- We have nerfed The Flak shotgun. Now it will do half of the damage it was doing before, it still packs a punch but it's not so overkill.
- Level 1-3 ending contains now a high speed area instead of the previous mini-boss. This goes in the direction of introducing the mechanic and prepare you for the real challenges ahead (level 2-3 and 3-3 when it comes).
- Several story fixes to the Spanish translation.
- Obviously, a new biweekly multiverse level.
- #382 - Blade MK3 enemies does not flash on impact
- #381 - Life bars appear with wrong value after death
- #380 - Incorrect input in menus
- #379 - Game skipping levels
- #378 - Boss dead does not produce screenshake
- #377 - Re-arrange levels on world 1 selector screen
- #376 - graphic glitches on ubuntu 17.04
- #333 - SF energy ball has to appear on top
Steam Forums Dimension Drive Early Access development roadmap Discord Server Have fun!
[ 2017-05-20 20:23:53 CET ] [ Original post ]
🕹️ Partial Controller Support
- Dimension Drive Linux Beta [1.29 G]
- Dimension Drive Linux Develop [1.29 G]
- Dimension Drive - Soundtrack
Features
- A New Type of Shoot’Em Up: Dimension Drive is a Dual-Battlefield vertical Shoot’Em Up with a focus on smart, quick teleporting.
- Rich Sci-fi Adventure: Unfold the secrets of the Dimension Drives and your past, teleport across the multiverse fighting the ultimate threat, and meet new races and allies!
- Clever Mix of Mechanics: A seamless combination of levels focusing on strategic shooting and fast puzzles make the core of Dimension Drive an exciting and varied one.
- 2 Wars at Once: Multitask and teleport to single-handedly fight in two shoot'em up levels at the same time.
- 4 Game Modes: Arcade, Modern, Pacifism and 1 Credit Clear all force you to approach the game in different ways and add replay value!
- Comic Book Style: Experience the story of Jack Tywood through gorgeous, dynamic motion comics fitting the cel-shaded style and visual "pop" of the main game. In Dimension Drive, video games meet comics. Who said space was just black?
- Energy Management: The Manticore is powered by Dimension Drive energy. Carefully decide when and where to teleport while in the midst of combat.
- Advanced Scoring System: Shoot'em up fans and genre newcomers alike will enjoy our unique scoring system that rewards you for playing truly well, rather than simply shooting enemies.
- Teleportation!: We've said that already, right? It's what makes our game really unique! No? Okay then--Teleportation!
- OS: (64 b it) Ubuntu
- Processor: To be confirmedMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: To be confirmedSound Card: RecomendedAdditional Notes: Keyboard supported. Gamepad highly recommended.
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