In this update3
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Full Crush The Rebellion! update
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Repeated intro
Greetings Citizens!
What changed
- Gameplay
- Maps
- UI and audio
- Balance
- Store
Crush The Rebellion! changes
It's been a while, and quite a lot has changed since the last update. This first (real) development update will go into a bit more detail on the new features that have been added since the demo was released.
If you are coming from my other game, Haunted: Attack of the Dead Men, you might have been expecting more frequent updates on the development of this one, which is totally fair. The main reason for the silence is, well, life just gets busy sometimes, and I'm still only one person, so progress has been a lot slower this time round. I've also been trying other things at the same time, so this hasn't been the only project I've worked on this year (and I'm also excited to get to a demo-ready stage with my next game too!). But with that out of the way, what has changed?
Enemies
Rebels, rebels everywhere. They all need to be crushed!
This is where most of the time has been spent. There are now 10 different enemy types in total, each with their own weapon loadout. They have been split up into two groups, with one group appearing over the first 10 waves, and the second over the next 10 waves. After wave 20, it will just be these 10 enemies. If you're thinking "well that doesn't sound like much", well, it will probably take you a while to get past wave 20! You'll definitely need a few upgrades to do it.
Here are some of the new enemies that have been added.
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That's not all though. You may have encountered this boss in the demo:
This one has been joined by a second boss. The two will alternate every 10 waves, and they'll get tougher each time.
Weapons
How do you crush the rebels? By shooting them of course!
This has been another major addition. There are now 5 new weapons, with 3 more left to implement. That leaves a total of 5 options for primary weapons, and 5 for secondary weapons. They can be mixed and matched however you like, and all of them can have their stats upgraded.
This is the plasma cannon. Whenever the plasma bolts hit something, they bounce off of it, allowing them to deal damage to multiple targets. However, they won't home-in on things like missiles do.
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This is the fusion torpedo. It works like a combination of the missile and the plasma cannon - it can pierce right through several targets before detonating, doing damage to everything it hits. But they can still home-in on things, making them pretty strong.
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This is the particle lance. It produces a powerful beam that continuously does damage to anything it comes into contact with - and it also has no reload time, so it can shred rebel ships in seconds. This weapon was actually added before the demo released (as can be seen in the trailer), and is used by both bosses.
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This is the arc emitter. Like the particle lance, it continuously damages anything it touches. But whenever it does hit something, it causes a chain reaction - which will keep going until everything is destroyed, or the target manages to get away.
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And finally, the laser scattergun. This is a fairly straightforward upgrade to the laser machinegun, and fires a spread of lasers at once.
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Superweapons
If you read the store page, you might have been intrigued by this feature. The aim
Source
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