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Full Angelstruck update
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What changed
- Gameplay
- Balance
- Store
Angelstruck changes
Hey everyone!
TLDR
this is most likely going to be our last major demo content update. We aim for a 2024 Q1 release. We've been making a gigantic list of all the stuff we want to put in the final version of ANGELSTRUCK.
This update, we have
a ton of long overdue improvements, a fiery, bombastic intro level, even more enemies, aaand 3 new perks (or weapons, really) with their respective Overcharges to let runs breathe more and give more options to crush your enemies.
Details below
NEW PERKS
We added 3 new summon perks. All of them are extremely effective against low-tier enemy crowds. With the right upgrades, they can even decimate through bosses. No synergies yet, but they're pretty damn powerful as they are right now. We have:
Chakram - Spinning circular blade weapon that expands its radius as it moves outwards.
Ethereal Sword - An animated, wildly flailing energy sword that aims and pierces the nearest target.
Void Orbs - Summon black holes that damage enemies on contact.
BETTER PERK SELECT SCREEN AND INVENTORY
Hover on a perk you want to select, and you can see which other perks it can potentially synergize with. This should make perk selections easier. You can also glance at which perks you already have in your inventory, which sits at the top of the screen. You can access the same information through the pause screen too.
FLASHIER, JUICIER DASH
We've been introduced to the joys of Guilty Gear -Strive-, and decided to steal some of the neat feedback tricks of a satisfying melee fight. Floating numbers are always nice, but now, you'll know for sure when you've made some damage when you headbutt enemies with your dash move. Time will freeze, explosive flashes will occur, and the screen will shake. String a couple of enemies together and dash through to perform GTA1 guranga-style mad combos
ALL NEW ENEMIES
Here's a quick rundown on the enemies we've been working on:
A wave-based popcorn enemy that will often fly into the scene in large groups, assisting mid-tier enemies and providing Special Weapon charge fodder.
A new ground-based armored enemy, the Iron Maiden, which is tricky to beat but a breeze once you get its tricks, as it sweeps across the arena at crazy speeds. Dash at the right moment to perform an INSANE CROSS COUNTER MOVE and get the the upper hand.
A mid-tier enemy (internally referred to as the onion) that sheds its layers as you chip at its health, changing its firing patterns depending on the damage level.
We gave Alvus, the circular summon-spawning boss a nice paint job (the guy featured above). He looks right at home in his infernal surroundings now.
A new, meaty boss enemy, which appears in the middle of the demo. It's got some pretty cool moves.
A couple of variants for existing enemies.
We made a bunch of other enemies but it's not their time to shine yet. They will have to appear past the limits of the demo.
ALL NEW ENVIRONMENTS
This one took a while. We have a new intro (that's skippable) that connects to the first truly finished environment of the game: the ground floor of Hell itself, where our plucky angel will start her skyward elevator ride. We had a lot of fun coming up with how all the transitions between the levels will happen, and we hope you'll enjoy them. We've planned a couple more changes of scenery that will hopefully be extremely weird and gigantic.
BETTER GAMEPAD SUPPORT
We had gamepad controls available already, but solved issues that may appear if you get disconnected.
WHAT NEXT?
So what else is in store? The rest of the game is planned out. It's a long list, but we keep on truckin. As usual, we'll provide more updates as time goes on. Until then, take care and have fun
Source
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