So, I spent a lot of time working on a new spawn system that felt more fair but also had versatility. Now when you enter a room you'll see a nest that spawns all of the enemies over time. It only stops when it's destroyed which has a chance of dropping a lot of coins and/or XP.
The nests give players the ability to speed run by destroying them quickly before having to fight a lot of enemies. If you prefer an XP/upgrade grind you could farm them instead. This also means that if you have a relic sitting in the room taunting you with a price you could always get it.
Performance
The new system also brings a performance increase and a lot less hitching than the previous enemy spawn system. I also removed the fog which was causing a lot of frame issues for people with less powerful rigs and laptops.
A basic tutorial level has also been added to the start menu. I will flesh it out further later on but I haven't decided what all needs to be explained and what should be learned. So for now it just teaches the basics. There are a lot of systems tied together in this game that create the depth of the combat. I believe that some of the nuance should be learned from experience rather than just having a lot of confusing stuff pushed into your face.
Complete Spawn System Revamp
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