Massive thanks to everyone who played the game during Next Fest and all those who Wishlisted the game - we really appreciate it!
Full notes
Full IKARUS update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions6 changes0 removals
Gameplay
UI and audio
Balance
Store
changedMassive thanks to everyone who played the game during Next Fest and all those who Wishlisted the game - we really appreciate it! We have taken feedback on board from players and have made some big changes to the gameplay to make the game even better - focussing on game feel, more bullets (hell and heaven!) and getting those bonkers card synergies popping off faster. Some of the main updates: Improvements to a bunch of cards (including more lasers!)
addedBunch of visual and audio feedbacks added across the game
changedMore enemies (and bullets!) but enemies have lower health - more intense gameplay without spiking difficulty
changedMore interesting bullet patterns for all enemies Increased card cooldown to discourage sub-optimal wave-start spamming but also improved ability to see when next card is ready (or if you’ve played a card that isn’t ready).
changedImproved readability of cards across all languages with more use of icons/keywords.
changedWeapon upgrades shop made its own thing - increases awareness and engagement with this mechanic (e.g. sacrificing cards to apply powerful passive effects/attacks)
IKARUS changes
changedMassive thanks to everyone who played the game during Next Fest and all those who Wishlisted the game - we really appreciate it! We have taken feedback on board from players and have made some big changes to the gameplay to make the game even better - focussing on game feel, more bullets (hell and heaven!) and getting those bonkers card synergies popping off faster. Some of the main updates: Improvements to a bunch of cards (including more lasers!)
addedBunch of visual and audio feedbacks added across the game
changedMore enemies (and bullets!) but enemies have lower health - more intense gameplay without spiking difficulty
changedMore interesting bullet patterns for all enemies Increased card cooldown to discourage sub-optimal wave-start spamming but also improved ability to see when next card is ready (or if you’ve played a card that isn’t ready).
changedImproved readability of cards across all languages with more use of icons/keywords.
Massive thanks to everyone who played the game during Next Fest and all those who Wishlisted the game - we really appreciate it! We have taken feedback on board from players and have made some big changes to the gameplay to make the game even better - focussing on game feel, more bullets (hell and heaven!) and getting those bonkers card synergies popping off faster. Some of the main updates: Improvements to a bunch of cards (including more lasers!)
Bunch of visual and audio feedbacks added across the game
More powerful starter decks - to help synergies pop off sooner
Tutorial now shows off the power of synergies
More enemies (and bullets!) but enemies have lower health - more intense gameplay without spiking difficulty
More interesting bullet patterns for all enemies
Increased card cooldown to discourage sub-optimal wave-start spamming but also improved ability to see when next card is ready (or if you’ve played a card that isn’t ready).
Improved readability of cards across all languages with more use of icons/keywords.
Weapon upgrades shop made its own thing - increases awareness and engagement with this mechanic (e.g. sacrificing cards to apply powerful passive effects/attacks)
“Rage” mechanic reworked so health sacrifice build is more rewarding (player now fires powerful rage missiles when they take damage instead of just small flat damage to all enemies)
And we've been hard at work on the full game too - we can't wait for you to try out the new enemies and bosses we have in the full game - it only gets crazier!