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MAJOR Crystal Comet update for 28 February 2024

Crystal comet 1.0

Share · View all patches · Build 13587725 · Last edited 28 February 2024 – 12:09:28 UTC by Wendy

Patchnotes via Steam Community

Crystal Comet 1.0:

FUN STUFF:

  • Added new music for the wyvern / dragon level. Wink wink.
  • Added new priorities to the allied AI for where they should move & when.
  • Updated Challenger ship's special effect to now only affect enemies within a radius of the ship but now also does damage per second & causes knockback.
  • Buffed hover ship's special ability. Boom.
  • Buffed speed demon ship's special ability - Ride the wave.
  • Added a rumble to the previous special abilities on activation (for both) and added rumble duration for Amber's.
  • Added rumble on activation for alien's special ability (rumble can be turned off via the menu).

MAJOR BUG FIX:

  • Fixed an issue where the allied AI can continue playing without you in true last boss mode if you died...
  • Fixed a bug where eyeball boss steam achievement was not being unlocked.

MINOR BUG FIXES:

  • Fixed level director not ambushing you when it is supposed to.. Again..
  • Fixed an animation issue where small enemy books where not displaying their flying animation sometimes.
  • Made some general minor optimisations.
  • Fixed sound effect still playing from power up wand shot after bullet has hit a target or gone off-screen etc.
  • Fixed bug where background was not scrolling during the "Bone boss".
  • Fixed issue where music was cutting out too abruptly during TLB battle. It now fades between transitions.

MINOR CHANGES:

  • Added animation to 'machines' level projectiles.
  • Added animation to "orange" enemy projectiles during stealth level. Reference intended.
  • Reduced the amount of invincibility frames a player/AI team mates receives when being hit in certain situations.
  • Nerfed the allied AI's accuracy a little to make them more 'human'. Sounds minor but actually broke the entire game and took a while to fix. Dev life.
  • Made some adjustments to how the allied AI move during dialogue scenes.
  • Made some changes to the allied AI priority systems. Such as collecting things like health, powerups etc.
  • Reduced a lot of particle effects that were causing some confusion.
  • Changed the sprite for the shield power up before it is collected. Looked a bit too transformer like before.
  • Updated a sprite for a certain enemy attack that shall remain nameless.. Reading this back now I don't even remember which one.
  • Reduced some special FX for Amber's and XC69's special abilities as these were causing visibility issues.
  • Reduced time to charge a 'charged shot' from 2 seconds to 1.5. Please refer to your instruction manual pilots.
  • Changed an award on score screen from "Dead collector" to "Gem collector" - This was originally from when "Comet fragments" used to be "Kill tokens" - check previous patch notes for more on this.
  • Reduced the speed demon's ship's special ability duration to compensate for the buff to the ability.
  • Increased the speed of certain player bullets & power up bullets.
  • Re-adjusted ship amount costs to unlock in random mode as players can get much more crystals or gems now.
  • Alien ship's special ability now does poison burst damage at the end of the effect rather than damage over time now.
  • Alien's slow time special ability now signals when the effect is over.

MAJOR CHANGE:

  • Removed the following power ups from the true last boss mode: Decoy, freeze shot (or ray) & wand shot. They may be added back in at some point - Will see after testing & tweaking. They just don't feel 'fun' in that mode.

MINOR SCREW UPS:

  • Fixed a missing quotation mark during the start of the dragon level during a dialogue.

NEXT WEEK ON I THINK IT'S KINDA DONE:

  • Welp. I need to get to actually promoting this thing properly. I'll probably support the game after launch for ~1 month-ish. Unless it does really really well then I'd do a lot more with it: like localisation, console ports & additional enemies as well as bosses for random mode (which would mean a lot more other updates knowing me) - but we shall see what happens!

  • I'm pretty happy with how the game has turned out, It has 3 modes separated by difficulty: story, random & the TLB (mode) without using difficulty sliders. It's almost like 3 games in one. Lots of characters to play as. Lots of replayability. Excellent music. Tense action & comedy. Voice acting. AI team mates. Branching paths. Multiple endings. etc. etc. etc.

  • It's pretty much the game I wanted to exist that didn't until now. I think I've done enough to make a unique game for the players. It's sad it's coming to an end (for now) but it's been a long 3+ years: I have learned a lot more than I bargained for! Also, there's lots of other things I would love to make so stay tuned! - Plus a sequel one day would be nice.. ;).

  • Special thanks to all the beta testers: You "rock".

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