beholdin' 8_5


Beholdin’ 8_5after a couple of minor bug fixes,  beholdin’ 8_5 is here!  I took notes after a handful of new users sent me surprisingly thoughtful feedback around the game, and managed to build another set of rooms + a mechanic to go with them.  8_5 brings with it some visual improvements around Crystals, as well as some changes to my shaders to allow for various blend types(mostly just multiply and additive in a more generic way).

New Baddy - The Tank is like a more mobile Turret, with a bit more firepower!
New Rooms - The Wavy rooms have a tenuous grasp of solidity.
New Mechanic - Bullets of all kinds take a break when you shoot them through a slow zone.
Changed - Doors No longer take control away from you, and allow you to choose when to enter.
Changed - Some Particle Effects more accurately display their origin.
Changed - Crystals no longer ejecta soul when killed.  Also have new health indicators.
Changed - reduced visual impact of the Gibs to prevent confusion

Thanks for playing! Next Milestone is some changes to the procedural generation of Enemy Waves + Rooms to give me a little more bespoke control with custom rulesets.  instead of a strict weighted list, I’m hoping to be able to make rules like “Spawn exactly 1 Reflect Snake and any of the following”.  The same kind of change will be applied to the Room picker.  I’m also going to rework the Tree Branch/Spikes floor - the Spikes mechanic is no good as is, but I will be reusing the tree branch visuals with an explosive new mechanic.

Files

8_5.zip Play in browser
Jul 10, 2018

Get beholdin'

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