In this update4
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Full Carrot Revenge update
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Repeated intro
Hello everyone, Eddie here with another update for Carrot Revenge.
What changed
- UI and audio
- Balance
- Gameplay
- Performance
Carrot Revenge changes
SKILL TREE FOR PERKS
As part of this update, I've decided to completely revamp how perks are earned and chosen.
One issue with the old system was that rewarded perks were completely random. This created situations where players received perks that didn't connect with their current build, making them useless. At the same time, players could also high-roll game-changing perks that made them extremely powerful, which could break the run.
The old Unique Chest interface has now been replaced with the skill tree.
The skill tree contains 5 main paths:
Rabbit - movement speed focused
Trickster - dodge chance focused
Vengeful - damage focused
Knight - defense focused
Tank - maximum health focused
Every time a player eliminates a Unique or Boss enemy, they earn a perk point that can be used in the skill tree. The skill tree contains small nodes that grant minor buffs, as well as medium and large nodes that provide better upgrades. Some paths have multiple branching options, and the trees are connected, meaning a player can move from one tree towards any other path during their progression.
This system gives players more room for decision-making and increases their chances of a successful run.
NEW PERKS
PERFORMANCE IMPROVEMENTS
I've reworked many of the game's core systems. Performance should now be noticeably better, especially during moments with high enemy density.
Reworks made for performance improvements: hit display, experience drops, power-up drops, upgrade system, sound system, game size, tooltips.
MINOR CHANGES
Improved health regeneration calculations
Improvements to enemy movement
As always, thank you very much for playing Carrot Revenge. Please report any issues or suggestions on our Discord.
Happy Carroting,
Eddie
Source
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