Update log
Full Don't Pop My Bubble update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
Don't Pop My Bubble v3.0 is Here!
Over a month after its release, a major update to Don't Pop My Bubble has finally arrived! With it comes some important changes to update consistency of runs, quality of gameplay, and more content of course!
As this is the first ever posting for the game, and before we get to the patch notes, I'd like to share with you the thought processes behind this update so the decisions made to the game make more sense to the bubble-defending folk.
I can't let them pop my bubble!
The development of Don't Pop My Bubble usually has limited play testers and the time to playtest as a whole. With that being said, playtests more commonly occurred after its initial release, and it was very exciting receiving insight into what makes consistent runs.
It'll be covered a bit more extensively in the patch notes, but overhauling the coin system, adding a super related to money, and creating a scaling occurrence rating of supers were our largest focus points, with also trying to balance coin prevalence throughout a run and introducing an increased layer of luck to make runs more consistent!
Shortly after assessing how to make consistency better, it was clear that the game needed a bit more polish to smaller places. Fun fact: Don't Pop My Bubble started out as a student project! So, after a few months of ignoring those aspects, their quality has been updated.
As well as with the scaling occurrence of supers are the occurrence of themed waves, tweaking certain enemies and spawnrates, and giving a fresh coat of paint to some visual elements and overall responsiveness of a run. The last part, responsiveness, was super important, with things like the base getting hit, depositing money, a boss getting enraged, and more to help the player understand where to look and what is going on.
Lastly, content. Everyone enjoys new content, and as a developer, new toys to play with is always a treat. Finishing out scrapped content from earlier builds/releases and adding new content to a handful of areas of the game to ensure variance, replayability, and an engaging experience were also greatly considered.
The primary way to give a player new content is through the most obvious: enemies, bosses, supers, upgrades, money, you know, the things they interact with all the time! That being said, all of those areas (and more!) received updated additions to make the current bulk of the game even thicker.
With all of that out of the way, here are the patch notes for the update! Enjoy!
Patchnotes for Don't Pop My Bubble v3.0
New enemies have been added:
Top (tier 1 enemy)
Rotates around the base while slowly getting closer
Jack (tier 2 enemy)
Lands nearby the base; explodes if left alone for too long
Poking Hand (tier 3 enemy)
Hovers nearby the base; pokes back and forth, doesn't die when making contact with the base
Jack of Blades (boss)
Shuriken-themed boss, moves in a similar pattern, shoots a triple shot of shuriken, and has defensive capabilities
New Supers have been added
Super Suds
Moving around leaves behind a pool of damaging bubbles
Money Maker
Multiplies values of coins picked up
Themed Waves have been updated
All but one themed wave enemy pool has been updated to include spawning for the new enemies
A new themed wave has been added: Toybox Trouble
Some themed waves have had their spawnrates adjusted
Themed waves now have a higher base chance
Source
