[previewyoutube=eXxH-HAtYiM;full][/previewyoutube] Hi! I'm making a new game called SNKRX, and if you liked BYTEPATH you'll probably like this too! It's an arena shooter roguelite with a control scheme similar to BYTEPATH, you can only move left and right. Except you also get to add more attacks and passives to your snake by buying characters from a shop. Taking some inspiration from the auto-chess genre, units from this shop also have their own classes and when you have enough classes of the same type you'll unlock unique class bonuses. This way you can try out lots of different builds to try to beat the game! You can check it out here and wishlist it if you like it. It comes out in a few weeks: https://store.steampowered.com/app/915310/SNKRX/
Hey everyone! This patch has some small balance changes as well as some bug fixes. Balance changes:
- Decreased enemy spawn rate at higher difficulties and increased their HP instead. Now after difficulty 40 enemies will start coming in at a slower rate when compared to before. They will also have their HP increased significantly as the difficulty goes up. This should make the game more challenging as well as help with eventual crashes on difficulties above 100.
- Item spawn rate now also applies to the maximum number of items that can be spawned. Before item spawn rate would only make items spawn at a faster rate and you could only have a total of 5 items spawned. Now item spawn rate also increases this cap of 5. So if you have 100% item spawn rate there will be a maximum of 10 items spawned.
- Changed the Miner class to increase 25% item spawn rate rather than attack spawn rate.
- Decreased the PSPD (projectile speed) boost that can be received from passives or classes like the Swapper from 100% increased PSPD to 50% increased PSPD.
- Fixed a few nodes on the bottom right and top right of the tree that couldn't be accessed with the keyboard nor unspecced from.
- Fixed Laser and Lightning attacks not triggering 'on kill' events.
- Fixed a bug where a few classes would not show up on the classes list.
- Fixed the Swapper class' buffs not being applied on all types of attack changes.
- Added a cap to the number of text lines on screen. This should help with crashes.
- Added a cap to the number of ammo objects on screen. This should help with crashes.
Hey everyone! This patch has some small balance changes as well as some bug fixes. Balance changes:
- Decreased enemy spawn rate at higher difficulties and increased their HP instead. Now after difficulty 40 enemies will start coming in at a slower rate when compared to before. They will also have their HP increased significantly as the difficulty goes up. This should make the game more challenging as well as help with eventual crashes on difficulties above 100.
- Item spawn rate now also applies to the maximum number of items that can be spawned. Before item spawn rate would only make items spawn at a faster rate and you could only have a total of 5 items spawned. Now item spawn rate also increases this cap of 5. So if you have 100% item spawn rate there will be a maximum of 10 items spawned.
- Changed the Miner class to increase 25% item spawn rate rather than attack spawn rate.
- Decreased the PSPD (projectile speed) boost that can be received from passives or classes like the Swapper from 100% increased PSPD to 50% increased PSPD.
- Fixed a few nodes on the bottom right and top right of the tree that couldn't be accessed with the keyboard nor unspecced from.
- Fixed Laser and Lightning attacks not triggering 'on kill' events.
- Fixed a bug where a few classes would not show up on the classes list.
- Fixed the Swapper class' buffs not being applied on all types of attack changes.
- Added a cap to the number of text lines on screen. This should help with crashes.
- Added a cap to the number of ammo objects on screen. This should help with crashes.
Hi everyone, I've fixed a few more bugs:
- Fixed TrailParticles and ExplodeParticles crashing the game when too many of them are spawned at once.
- Fixed the Split Projectiles Split Chance passive to not recursively spawn split projectiles outside the boundaries of the game when a split projectile hits a wall. This should prevent crashes when using this passive.
- Improved projectile cap tuning. This should decrease lag and crashes overall whenever there are too many projectiles on the screen.
Hi everyone, I've fixed a few more bugs:
- Fixed TrailParticles and ExplodeParticles crashing the game when too many of them are spawned at once.
- Fixed the Split Projectiles Split Chance passive to not recursively spawn split projectiles outside the boundaries of the game when a split projectile hits a wall. This should prevent crashes when using this passive.
- Improved projectile cap tuning. This should decrease lag and crashes overall whenever there are too many projectiles on the screen.
Hi everyone, I've fixed a few more things that many people mentioned:
- Fixed not being able to spec out of nodes if a cycle was present. Now you should be able to spec out of nodes appropriately. I also added a new check to disable speccing out of nodes while there are any pending nodes to be bought (if the "apply skill points" button shows on the bottom left).
- Added a variable projectile cap. This will make it so that the game will spawn projectiles as your system can handle it. This should help with crashes that people are having due to too many projectiles being spawned. I still need to fine tune this a bit based on people's feedback so I'll continue to improve on this in future updates.
- Fixed screenshake options not being properly reduced when zeroed. Now you should be able to type "effects" and set the screen shake option to 0 and have all shaking effects removed.
- Fixed a typo in the Barrager class that said "10% Barrage on Kill Chance" instead of "10% Barrage on Cycle Chance"
Hi everyone, I've fixed a few more things that many people mentioned:
- Fixed not being able to spec out of nodes if a cycle was present. Now you should be able to spec out of nodes appropriately. I also added a new check to disable speccing out of nodes while there are any pending nodes to be bought (if the "apply skill points" button shows on the bottom left).
- Added a variable projectile cap. This will make it so that the game will spawn projectiles as your system can handle it. This should help with crashes that people are having due to too many projectiles being spawned. I still need to fine tune this a bit based on people's feedback so I'll continue to improve on this in future updates.
- Fixed screenshake options not being properly reduced when zeroed. Now you should be able to type "effects" and set the screen shake option to 0 and have all shaking effects removed.
- Fixed a typo in the Barrager class that said "10% Barrage on Kill Chance" instead of "10% Barrage on Cycle Chance"
Hey everyone, first of all thanks for playing the game! I hope you're enjoying it! I fixed a few things that many people mentioned with the latest update:
- Fixed an interaction between Projectiles Explode on Expiration and Explosions Create Projectiles passives which caused the game to crash. Now projectiles created from explosions won't explode recursively.
- Fixed effects not being removed properly when turned down. Now typing "effects" and setting "glitch" to 0 should remove all glitch effects appropriately.
- Fixed a bug with some ships overwriting other stats (like HP), now ships like Striker or Nuclear should have proper HP values if picked on builds that stack HP.
Hey everyone, first of all thanks for playing the game! I hope you're enjoying it! I fixed a few things that many people mentioned with the latest update:
- Fixed an interaction between Projectiles Explode on Expiration and Explosions Create Projectiles passives which caused the game to crash. Now projectiles created from explosions won't explode recursively.
- Fixed effects not being removed properly when turned down. Now typing "effects" and setting "glitch" to 0 should remove all glitch effects appropriately.
- Fixed a bug with some ships overwriting other stats (like HP), now ships like Striker or Nuclear should have proper HP values if picked on builds that stack HP.
BYTEPATH
SSYGEN
SSYGEN
2018-02-23
Indie Casual RPG Singleplayer
Game News Posts 9
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(286 reviews)
https://store.steampowered.com/app/760330 
The Game includes VR Support
BYTEPATH Linux 32 [115.13 M]BYTEPATH Linux 64 [114.97 M]
Expect BYTEPATH to be a mix of Bit Blaster XL and Path of Exile, created with the intention of expanding Bit Blaster XL's relaxing and addictive gameplay with Path of Exile's build depth, build diversity and RPG elements.
Gameplay
- Your ship can't stop moving, so you must turn it left and right or use your boost and brakes to prevent it from crashing on enemies.
- Your ship can't stop shooting, so you must continually kill enemies and collect ammo so you can keep using your powerful attacks.
- Items, resources and new attacks will be spawned randomly. Those will provide you with great boosts that may help you achieve higher scores in the current run.
Features
- 900+ nodes passive skill tree, allowing for a huge amount of varied play styles and builds
- 40+ classes, each giving stat boosts and modifiers which further enhance your build
- 10+ ships, each providing unique stats and modifiers (both positive and negative) that dramatically change the way you play
- 15+ enemy types which are spawned with increasing frequency as the run gets harder
- 40+ Steam achievements
- Entrancing soundtrack by AIRGLOW
- OS: Ubuntu 16.04+
- Processor: Dual Core+Memory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL 2.1+ compatible card
- Storage: 150 MB available space
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