Full notes
Full Neon Rain update
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Repeated intro
Hello everyone,
What changed
- Balance
- Gameplay
- Fixes
- UI and audio
Neon Rain changes
While I was away, some good friends of mine played through the entire demo and completed every piece of content. They found a few things that needed fixing and also gave me a lot of constructive criticism. Some of their feedback has been compiled from the Steam forums as well.
The previous balance changes seem to have been well received, but there’s always more room to grow and everything remains subject to change.
Here is the latest batch of fixes and changes:
Fixes & Improvements
Fixed an issue where the Terror Worm could be invisible
Fixed turrets clipping through the floor
Fixed a bug where activated buttons(red grids and money grids) still showed their text as if you didn't turned off their respected grid
Fixed an issue where the Chaos Orb could prematurely explode
Dead enemies are now instantly unlocked when using lock-on
Lock-on angle increased from 60° to 180° (your full FOV), making it closer to a Souls-like lock-on system which seemingly is what people wanted more(or at least more accustomed to). It's tutorial text has been updated accordingly
Updated the wording for the strafe-jumping tutorial(more about this tomorrow)
Menu fonts changed to be easier to read
Added a hologram hint for the mech boss route
Added more visual fluff to the exit tunnel near the Fungal Grove second boss
Auto shotgun is now slightly louder (more punch!)
Balance Changes
Blitz damage: 10 → 20
Blitz projectile speed: 30 → 45
Chaos Orb impact damage: 10 → 15
Tidal Strike range increased
Tidal Strike damage: 35 → 50
Tidal Strike cooldown: 2s → 1.5s
Tidal Strike now uses less armor energy
Gerp projectile speed: 30 → 75
Mushroom Knight HP: 500 → 400
Yellowjackets HP: 225 → 200
Dog enemy HP: 115 → 150 (now neither too tanky nor too squishy)
Camera Heads HP: 75 → 85
Chainsaw dagger damage: 15 → 20 (for fun)
Known Issue
Controller button prompts can show up even when no controller is plugged in on some system. This will require a rewrite of how controller detection works and will be addressed in a separate patch.
Tomorrow, I’ll go into more detail about my plans for this month now that I’ve had time to digest and reflect on the demo reception. It’s been incredibly sweet, and most of you have been very kind.
It really warms my heart that this mostly solo, part-time project has resonated with so many people.
See you all tomorrow
Source
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