





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
CURSE UPDATE Curses have been added make sure to check the wiki for information: https://notbm.fandom.com/wiki/NotBM_Wiki Added new skill: Start Each Round with Max Ammo Snow Foxes now pop up faster New Knight Boss Text Fixed Credits skipping Wiki is up and running, though still missing enemy, and exposition Wiki had been added into the menu Audio on launch problem fixed Boomerang fixed for controller Controller now checks for inputs if the controller was plugged in after game launch Fixed crash from poison clouds Improved resolution fixes Added Achievements -Get a kill with the egg bomb -Beat the robot -Beat the game with a curse - & 3 other curses achievements The curses are brand new, but pretty cool. They add more challenge and let people increase their scores. some of the bug fixes have been added already, but I still wanted to add them to the main log
A few people have sent me screens showing me how the game scales at lower resolutions. I've rolled out a fix which makes things better, and much clearer. Right now the skill tree is in development but I look to fix up its appeal in future updates. It appears some people have found the secret room faster than I expected, and that is super cool. We're almost at 1 week now and the game has changed an absolute ton. This is because of the feedback you've all submitted. Though not everything gets in I appreciate the constructive criticism many of you have sent. Have fun!
Fixed the pick-able orb hitboxes (They still wait 1s so you don't accidentally grab them) Fixed text alignment on weapon upgrades Removed hover over weapon text Added first enemy into secret room New music Added a hidden entrance to the secret room in the first two levels January pet added Fixed bug with vines on destroyed instances Added secret room #1 It is pretty hidden, but the clues are definitely noticeable. Have fun everyone ccknight As always if any of this added a gamebreaking bug you can rollback with the password rollbackbuild in the Night of the Blood Moon Steam Preferences I would like to fix up the skill room for the lower resolution players, work on the wikia, and finish with the kickstarter pledgers after this. Game updates may be a little bit slower now that we have the new skill system, AND the first secret room :).
UPDATE Added a temp sound to the charging bear run Added Orb Sfx Added Orb Hit FX Added Orb physics Added new skill: +1 Ammo per Enemy Kill combine this with the blue orbs, and crossbow and that thing becomes a machine gun Added new sprites to the skill tree room these don't look as good as I would like yet Made sure ammo drops and skills don't appear with boomerang Fixed Hookshot Damage not stacking with the skills and orbs Fixed orbs showing up on main screen Resolved possible issues with a memory leak Fixed the cursor switching to the secondary pause one in game WHAT THE ORBS DO 1 Blue: +1 Melee Dmg 2 Blue: +1 Melee Damage & +1 Weapon Damage 3 Blue: +1 Melee Damage, & +1 Weapon Damage & +1 Ammo 1 Red: Incrased Drop Rate 2 Red: +1 Health 3 Red: Increased Drop Rate & +1 Health 1 Yellow: Increased EXP 2 Yellow: Increased Movespeed 3 Yellow: Increased Movespeed & Increased EXP Don't forget this information is always available by pausing in game I'll keep working hard, and you keep having fun beatmeat smile, and as always feel free to join the discord: https://discord.gg/85hsb5 2019 Goals Discussion If you ever catch a game breaking error while I'm asleep I like to set rollback builds with the password: rollbackbuild
PATCH NOTES Added an invulnerable bubble to player on spawn. It is popped after 2s or by initiation an attack. Starter health has been lowered to 6 in order to better fit the easing up on many enemies Fixed controller in the menus Added temp charger sound effect Fixed medium EXP not spawning Applied new skill system Applied leveling orbs Removed gaining a free Lvl. Up each round Made the challenge curve more natural This is the first of the new skill system. I have received a ton of feedback saying the old one isn't strong, and I agree. This system breaks the game into two skill trees, one that is permanent in the run, and one that can be changes on the fly. As always check the pause menu for information if you're un-aware of what a player additional mechanic is. Weapons, Pets, and Powers are all there (corners). If you catch a game breaking error while I'm asleep I like to set rollback builds with the password: rollbackbuild Hope you all keep having fun! -Ty
Tonight's Change-Log Controller Fixes Fixed bug where the controller didn't update right directional properly Reprogrammed how it gets the input so it should be more consistent. Slowed down the music notes Music notes no longer spawn from boss boost if the player is with-in 75 px. Slowed down the bush ninja's projectles Slowed down the bush ninja run speed. Landmines no longer let plants spawn on top of them. Removed skills that weren't worth buying, and planning more skills to replace them. Hookshot now does base 1 damage instead of 0. Hookshot upgrade does 2 damage instead of 1. The cursor automatically unlocks on the pause screen. Eggs no longer spawn if the pet inside is already hatched. Bomb upgrade now grants bomb immunity. Fixed eclipse mode weapon upgrade. Fixed bird wall colission bugs Planned goals: Add more and sound effects, and improve the quality of existing ones. Add more skills. Add safety areas to spawns. Reprogram the level generator. Add more pets. Add more weapons. Implement secret rooms Finish the wiki / Bestiary. Redo the melee animation to reflect the true range. The current hitbox is apprx. 1 character height in angled in the attacking direction, and not the measly area in the animation. Test lowering the bomb's base damage, and get feedback. Personally I thoroughly enjoy the OP nature of them, and it feels rewarding playing with them. Add Steam Workshop for cursors. Make a new font for the game I've received a LOT of feedback today, and I am making notes of things that need to get done. Thank you for understanding that I am just one person, and no matter how many hours I put in there will always be more to do. Hopefully at the end of the day you all have fun.
The Super Wolf Blood Moon has come and gone, but the relentless Nightmare will not stop Thank you everyone who helped out with bug-testing in the Early Access week. The game is in a great, and stable place, and when/if the day comes that there are more bugs please do not hesitate to message me. I'll get to them as soon as possible. LAUNCH PATCH NOTES The +Ammo Max skill has been removed when the boomerang is in usage. The Orb no longer shows the target over top when using the mouse Dash into Danger: Dashing into projectiles gives chances for drops Melee and Ranged damage now both showed on skill screen Your points are now displayed on the skill screen Wizards now have a range modifier on their attacks. Shooting in eclipse mode no longer causes you to attack Window Scaling options are fixed and back. YellowAfterLife's mouse lock tool has been added. Your mouse will now lock to screen during the game, and unlock on the main menu. Steam Cloud should be properly disabled now. If not I will keep working on it. My apologies. +Health now modifies in Eclipse Mode. The player now gets 1.5s of invincibility on level start. I'm looking into re-modelling the room generation to provide safer spawns. I reformatted the "Second Life" skill. It is now more clear, and harder to explode by accident. Some achievement fixes and removals until further updates. There is still lots I plan to do, but I am pumped to have Night of the Blood Moon in the world. Lets all have fun, and I'll keep working hard to make Night of the Blood Moon super awesome. Thank you everyone for helping to make this such an awesome game. Don't forget to review it and tell your friends beatmeat -Stix
PATCH NOTES Re-Added Controller Support Press any button on the menu to use the controller. The controller reconnect during game function is0 not yet finished. Changed how Eclipse Mode is unlcoked Fixed a bug where The Orb locks the game indefinitely Designed a secondary function for how The Orb works with the Controller Fixed The Orb not returning to the player after 3s Added a few more skills which give both positive and negative effects Dash eats projectile skill now creates a stackable trait which can convert enemy projectiles into health Lowered chances of non-stackable skills appearing multiple times Lowered chances of all skills consuming a whole column Dog no longer spawns when the boomerang is equipped Bullets now destroy bushes and keep going Fixed bedroom chest not giving consitant pets Fixed pets not saving for the next level Added skills which change the melee hitbox for more / less attack damage ON THE DOCK Finish adding Controller Support Add the shark pet for (second one next week) Add defensive skills (take more damage, give more damage). Add a toggle-able points meter Add buy-able permanent upgrade specs to Eclipse Mode (currently already equipped) (bombs won't give damage, bullet bouncing, ect.). As always, community feedback and consideration As always make sure to reach out if you have ideas!
Hey everyone I've re-added controller support! As always keep posting your feedback and bugs. I'm working my butt off to get everything working at peak shape while also adding new content. Some feedback I've heard a good chunk of is 'I wish there were more enemies'. I totally agree, and more are coming. I have 2 planned for January, and plan to release one every month of 2019 while I start new endevours. The last thing I want to do is abandon this game after working so hard on it. As a solo dev I've managed to achieve a lot, but I entirely botch the pricing for Night of the Blood Moon in many countries worldwide. For all those who see the game marked as $300+ USD I assure you that is a mistake, and am in the process of fixing all pricing. I did not convert my A-game when working on that stuff. As always I am incredibly thankful to everyone who is helping with bug fixing, and to those who are waiting for adjusted pricing to pick up the game. -Tyler
Hey everyone Night of the Blood Moon is entering Early Access on the 14th. I've had a few people ask me why I am doing just one week of it, and what the logic is there. Well here is my simple thought. As a one man development team there is bound to be a ton of things I don't catch, and I want to do my absolute best to provide a grade a polished game. The last thing I want is for you to be killing it in a run and then have something happen that ruins your fun. Night of the Blood Moon's primary goal is to be a fun challenge. To anyone buying into the early access I would highly encourage you to hop on the discord and give me a heads up on any bugs you encounter. This is a big time so I try to be close by at all times. Thank you to everyone who has helped so far. -Tyler Mcdermott Sole Developer of Night of the Blood Moon Tyler@NotBM.com
[ 6084 ]
[ 1345 ]
[ 4067 ]