Full notes
Full High Score update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Security
- Gameplay
I plan to occasionally post devlogs highlighting game features and updates. Initially, these devlogs will focus on showcasing existing features. After the game’s release, they will shift to covering new features, bug fixes, and balance changes.
First, let me introduce the game. It’s a classic top-down action shooter where you battle waves of numerical enemies. Unlike traditional action shooters, where you lose health until it reaches zero, in this game, getting hit lowers your score and increases your vulnerability (more on this later). The goal is not to survive but to minimize damage and achieve the highest score possible. In Endless Mode, the mechanics change slightly—you must survive waves until your vulnerability reaches its maximum level. During each run, you can earn tickets, which can be spent on powerful items or to unlock new classes. Currently, there are eight different classes, each with two unique abilities and one ultimate. Some classes also have a unique passive ability. In each run, you can equip up to three active items, three consumables, and six passives to help you achieve even higher scores. At present, there are around 60 different items in the game, with plans to expand and add more items and classes post-launch.
Since this is the first devlog, I’ll use it to explain the five different statistics in the game, as they are core mechanics that can be enhanced through various items:
Damage: The damage dealt by your main weapon.
- PrecisionThe chance to double your main weapon’s damage. This can be permanently increased to a maximum of 0.8 and can only reach 1 with temporary effects. When your Precision reaches 1, a rainbow border will appear around your character.
- LuckThe chance to avoid taking damage and instead gain the same amount as a bonus. Like Precision, Luck can be permanently increased to 0.8 and can only reach 1 with temporary effects. A rainbow effect will indicate when your Luck is at 1.
Speed: The current movement speed of your character.
Vulnerability: The damage multiplier when hit by an enemy. This multiplier increases by 1 after a certain number of hits, capping at a maximum of 5. Every 15 seconds, you regenerate one point of Vulnerability.
The game’s UI highlights all your active items, consumables, and passives in the top corners of the screen. At the top center, your current Vulnerability level is displayed, which can go up to a maximum of 5. In this run, the player is using a shield passive that increases the available Vulnerability points; without this passive, the cap is 3. In the bottom left corner, a small table displays your current statistics. Any temporary stat boosts are shown in green. If this table feels cluttered, you can hide it in the settings. The bottom right corner displays your score and time, while your abilities and their cooldowns are shown at the bottom center.
The last, somewhat hidden, statistic in the game is ticket gain. By default, each hit gives you a 0.08% chance of earning a ticket. This can be increased through items, allowing you to gain tickets more effectively. Ticket gain isn’t limited to just this chance—during each normal run, you can spin a wheel to win tickets, with the number of spins determined by the medal you earn. Additionally, there are unique items, like the Present and the Golden Dagger, that provide a small boost to your ticket gain.
I hope this first devlog gives you some insight into the game I’ve created and sparks your interest. If you’d like to stay updated, you can wishlist the game to be notified when it’s released or join the Discord if you have any questions. I’m also planning to release a demo, which will include two unlocked classes and some items. In the demo, you’ll be able to try both game modes, though you won’t be able to gain tickets.
The next devlog will highlight additional features and provide more information about the game.
Source
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