Repeated intro
What changed
3 fixes3 additions5 changes1 removal
- UI and audio
- Gameplay
- Balance
- Fixes
addedToday's update brings big changes to Moshcave. Aiming at a more cohesive, colorful, vibrant and simplified design and experience, I've decided to bring a new color palette, reduce the base resolution and the HUD stats, while still maintaining the 4:3 aspect ratio from last update.
fixedRegarding the HUD, the main thing was the removal of the mini-map. I felt it was occupying a lot of space/attention and bringing few information. However, since the location of the stairs to the next floor was pointed in this mini-map, which was the main reason for its existence, the stairs are now fixed at right side of the dance floor, as you can see below:
changedAs you can see, other changes have been made, such as a new tile floor, bullet designs and more. Regarding bullets, and as previously mentioned, the shift towards a bullet dodging-focused endgame is ongoing. Every enemy that shoots bullets towards the player, with the exception of Dr. Mosh, now shoots the same type of pink/magenta bullet shown in the images.
changedReduced the size of the dance floor;
changedNow, if there's an enemy alive, your HP and MP regen at any spot of the floor. If you are moving on the dance floor, it is X2 regen. However, if you are on the dance floor, but not moving, no regen;
changedChanged bullet speed depending on the enemy;
Moshcave changes
addedToday's update brings big changes to Moshcave. Aiming at a more cohesive, colorful, vibrant and simplified design and experience, I've decided to bring a new color palette, reduce the base resolution and the HUD stats, while still maintaining the 4:3 aspect ratio from last update.
fixedRegarding the HUD, the main thing was the removal of the mini-map. I felt it was occupying a lot of space/attention and bringing few information. However, since the location of the stairs to the next floor was pointed in this mini-map, which was the main reason for its existence, the stairs are now fixed at right side of the dance floor, as you can see below:
changedAs you can see, other changes have been made, such as a new tile floor, bullet designs and more. Regarding bullets, and as previously mentioned, the shift towards a bullet dodging-focused endgame is ongoing. Every enemy that shoots bullets towards the player, with the exception of Dr. Mosh, now shoots the same type of pink/magenta bullet shown in the images.
changedReduced the size of the dance floor;
changedNow, if there's an enemy alive, your HP and MP regen at any spot of the floor. If you are moving on the dance floor, it is X2 regen. However, if you are on the dance floor, but not moving, no regen;
Today's update brings big changes to Moshcave. Aiming at a more cohesive, colorful, vibrant and simplified design and experience, I've decided to bring a new color palette, reduce the base resolution and the HUD stats, while still maintaining the 4:3 aspect ratio from last update.
Regarding the HUD, the main thing was the removal of the mini-map. I felt it was occupying a lot of space/attention and bringing few information. However, since the location of the stairs to the next floor was pointed in this mini-map, which was the main reason for its existence, the stairs are now fixed at right side of the dance floor, as you can see below:
Steam post image Steam post image
As you can see, other changes have been made, such as a new tile floor, bullet designs and more. Regarding bullets, and as previously mentioned, the shift towards a bullet dodging-focused endgame is ongoing. Every enemy that shoots bullets towards the player, with the exception of Dr. Mosh, now shoots the same type of pink/magenta bullet shown in the images.
Below I've summed up the main changes in 0.7:
Reduced the size of the dance floor;
Now, if there's an enemy alive, your HP and MP regen at any spot of the floor. If you are moving on the dance floor, it is X2 regen. However, if you are on the dance floor, but not moving, no regen;
With the exception of Dr. Mosh's, every enemies' bullets are the same design;
Changed bullet speed depending on the enemy;
Force attack (mouse right) now cancel bullets;
Removed particle effects when attacking enemies;
Stairs spawn at a fixed position, as mentioned;
New color palette;
Simplified HUD, with the removal of mini-map;
New base tile for the floors.
That's it for today. One thing that I'm considering testing in future updates is to remove the need to use the mouse, so the player would shoot to a fixed position, which could be amplified with the current powerups. It would be great to know your thoughts about it, and also about this update! Feel free to reach out for feedbacks. Thanks a lot!