This week, I didn't add much, but several existing aspects of the game were tweaked, which I believe will contribute to a more rewarding gameplay experience for players. Details are provided below.
- The accuracy attribute was displayed incorrectly for players in the in-game pause menu, giving the impression that the accuracy value increased very little with each upgrade. However, this was just a visual issue and has been fixed;
- Added YELLOW/ORANGE color to represent the maximum value of an attribute in the pause menu, giving players a better sense of which attributes are already maximized;
- Arrows indicating ground enemies (slugs) now have an alert icon next to them to emphasize the danger and an audio effect for easier identification;
- Some cards had outdated descriptions, which could cause players to avoid picking certain cards purely due to the low value, discouraging them from testing new cards;
- Increased the base value of tokens (gold) obtained when eliminating mini bosses. The value increases progressively;
- Staff abilities (right button) now apply the effect in the same way as Theodore's normal projectiles while his ability is active;
- Added a new mechanic to the racket staff and an impact feedback sound effect;
- There was a priority conflict for the bee staff about what to attack in boss fights. This has been corrected in the code;
- Significantly increased the maximum capacity of bees (with cards);
- Adjusted enemy damage scaling values again;
- Fixed a visual bug that did not display the base projectile damage of staves on the mini boss;
- Damage values now stay on the screen longer for easier visualization;
- Fixed a bug that did not display the damage dealt with the base projectile of staves on the mini boss;
For the focus next week, I intend to complete the effects system for accessories, which will allow for many more strategic/ gameplay approaches.
PATCH - 0.1.96
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