In this update3
Full notes
Full Dualism update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Performance
- Gameplay
- Balance
Dualism changes
This week Dualism was in the Game Development World Championship, and so I took some time this week to attempt to market the game. It worked, a little. But unfortunately this update isn't as filled to the brim as it usually is.
(by the way, go vote if you haven't: GDWC)
What are the new upgrades stats?
Well, there's just one this week. Too much going on in marketing and outside of game development this week. This week it's just Shatter. There may be a small bug or two with the numbers displayed, but they're more cosmetic actually. The underlying code should be fine.
Shatter had some adjustments to make it not so strong.
Shatter also had some optimizations so there should be less framerate chugging when things shatter.
Queen bee had some shatter given back to her fine shatter attack
Queen bee got a new shatter attack that plays with the number 3
What else was optimzied?
Several experiments were performed this week, but none of them honestly panned out significantly. I'm kind of at a bottleneck where I have to decide to remove drag from the game. We'll see. But there should be slight increases in performance due to
Removed unused art assets
Reorganized sprite sheets so the game fits on one sprite sheet
Some minor gpu setting tweaks
What else?
[art] When time slows when you're near death, the veins turn blue
[fix] When time slows and you die, it doesn't stay slow in the menus, etc
[fix] You cannot run into the bug in the tutorial that you're supposed to bomb
[fix/balance] lightning doesn't proc on every hit during penetration anymore, which caused slowdown
[balance] Titan beetle hires less of his thugs to beat you up
Good luck, and have fun!
Source
Changelog.gg summarizes and formats this update. How we read updates.
