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Steam News22 March 20251y ago

Major update with your playtest feedback

A few days before the Game Developers Conference (GDC) in San Francisco, I updated the playtest build with a massive update thanks to all of your feedback.

Full notes

Full Electro Havoc update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes8 additions9 changes6 removals
  • Gameplay
  • Balance
  • Maps
  • Performance
changedA few days before the Game Developers Conference (GDC) in San Francisco, I updated the playtest build with a massive update thanks to all of your feedback.
addedNew features and game updates"Enemies left" counter added to help keep track of wave progress
addedNew features and game updatesPower-up compass indicator added that points you to off-screen power-ups
addedNew features and game updatesEnemy splash damage now has more unique animations and aligned color palette
addedNew features and game updatesAdded "back button" support to controllers
addedNew features and game updatesAdded Godot logo on start-up

A few days before the Game Developers Conference (GDC) in San Francisco, I updated the playtest build with a massive update thanks to all of your feedback.

Here's a summary of the major changes:

New features and game updates

  • The aesthetic of the game incl. TileMap, space background, and ship have been overhauled

  • Player's ship now pays homage to the Electro Havoc logo (though still in progress) includes a thruster burn "tail" that reacts to the player's movements

  • Player's ship now rotates to direction of input

  • "Enemies left" counter added to help keep track of wave progress

  • Power-up compass indicator added that points you to off-screen power-ups

  • Enemy splash damage now has more unique animations and aligned color palette

  • Added "back button" support to controllers

  • Added Godot logo on start-up

  • Increased the map size and game resolution (from 720p to 1080p)

  • Enemies no longer cluster awkwardly close together or on TileMap boundaries

  • Enemies no longer "stick" to the player as easily, draining their life; instead they are repelled back upon initial damage

  • Added screen shake when enemies hit you

  • Spawn indicators now differentiated between power-ups and enemies to avoid confusion

  • Added damage numbers that appear above an enemy's head when your bullet collides with them

  • Introduced a critical hit capability, and corresponding Steam achievement to match

  • Extended the power-up time-outs on the map to give you more a chance of snagging it before it expires

Bug fixes and performance updates

  • Steam profile names no longer truncated

  • Shader updates to player's ship

  • Splash damage now only visible when it should be

  • Resolved A-Star pathfinding performance issues that could result from use of navigation elements on individual tiles vs. using a nav region

  • Upgraded TileMap Nodes to TileMapLayer Nodes for improved performance

  • Enemies no longer get stuck to player as easily

  • Enemies no longer spawn at power-up locations

  • Power-ups now consistently spawn after hitting "Try Again"

  • Enemies now completely self-destruct after game end, no longer leaving 1-2 stragglers

  • Addressed a few visual artifacts, spawn portals not visualizing in the right spots

If you haven't given the playtest a shot, please jump in and let me know what you think in the comments.

Source

Steam News / 22 March 2025

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