In this update7
Full notes
Full BULLETHEART update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone.
What changed
- UI and audio
- Gameplay
- Events
- Balance
BULLETHEART changes
It's been a year since BULLETHEART's demo released, and over that time, many new ideas have been made, alongside meaningful changes to the game. This update overhauls UI, implements new systems, and increases the general quality of life of BULLETHEART's demo to more closely match the game's full release.
DEMO UPDATE 2 CHANGELOG
UI Overhaul
This update overhauls the menus of the game. They are now animated, and match in terms of colours, buttons, and overall style. Below you can find some examples.
New Save System
This update introduces a new save system. When launching the game, instead of instantly loading into the main menu, it loads you into a new menu that allows you to create, load, and delete saves.
When creating a new save, you input the name of the save you wish it to have, and select a difficulty (more on that later). There is no limit on the amount of save slots you can create.
Creating a save automatically loads you into it, and brings you to the main menu. Head back to the title screen to load different saves.
Updated Upgrade System
Replacing the old upgrade system where you had to spend bullets at a merchant before starting a level, is a new one that's a little more randomized. Upon starting a level, if an upgrade hasn't been picked, it'll show 3 upgrades randomly selected from a pool. This demo has a pool of 4. You are able to select one for free, but it only lasts for the level you selected it in.
Changes to Overdrive
Overdrive has been changed to instead of it being solely dual wielding, to a per-weapon ability. The Colt Mamba's ability (the revolver) is now different to the Open Season's (the shotgun). Try them both out!
Ground Pound
This update also brings forth a new mechanic: ground pound! While in the air, press the keybind to slam to the ground instantaneously, destroying (and killing) anything in your path. While on the ground, press the keybind to charge it and increase the damage range.
Difficulty
There are now 4 difficulties to choose from:
Easy: Bullet count = enemy count in level
Normal: Bullet count = 50% enemy count in level, rounded down
Hard: Bullet count = 25% of enemy count in level, rounded down
Harder: Bullet count = 0
Quality of Life + Other
Some of these changes may seem odd, but they exist for a reason.
Enemy bullets are now coloured red for easier visibility
Props are now coloured differently for easier visibility and are colour-coded (eg. orange means it's explosive)
New Colt Mamba model
Sam has been removed and has now been replaced with a shotgun pickup (he will return!)
Rooms are no longer boarded off upon entry. You can now freely walk throughout the level and spawn every enemy if you'd like (no more invisible walls!)
Sliding no longer grants invincibility. That belongs to dashing
You no longer have to punch a head to consume it. Walking over it automatically consumes it
You can now break missiles just as you can bullets
Breaking bullets no longer kills the enemy that fired it
Source
Changelog.gg summarizes and formats this update. How we read updates.
