Update log
Full Operation Octo update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
Thank you all for playing Operation Octo during the Next Fest! I have watched many playthrough videos, and have cooked up some major reworks to the early economy as well as turrets - Hope these will help improve a new player's experience! If you encounter any bugs while playing, please report them to me on Discord!
Demo Changes
Turret Rework - Blobfish
Blobfish cost increased from 40 to 60 pearls
Blobfish now gives a Large Pearl (worth 15 pearls) for every enemy it kills
Blobfish's explosion has been splitted into two less damaging explosions w/ a slight pause in between (total damage unchanged)
Blobfish is now immune to all status effects
Added a flavor text onto the explosion VFX when Blobfish managed to earn back its cost
Blobfish has always been the least viable (yet most destructive) turret, which renders him a major noob trap (He is the second unlock!) I'd allowed Blobfish to remain in its broken state thus far, because most playtesters quickly figured out that Blobfish are to be used sparingly. With the massive influx of new players from the Next Festival, however, I've seen too many new players spam Blobfish (and rarely build persistent turrets) - The levels become unplayable for them as a result. Having an early turret which players need to actively be taught to NOT use is far from ideal - Besides, "actively engaging the enemies by throwing bombs that them" is a desirable player behaviour in my books. It is time for a major Blobby revamp. What's the simplest way to make people "build more Shrimps & less Blobs"? George Fan taught PvZ players to build Sunflowers via a simple human tendency: Whichever button lights up more often is the one people will constantly want to click on (This fact has never been more clearly demonstrated to me than during the Festival). Because OO does not have build cooldowns on turrets, Blobfish's cost will have to be increased above Pistol Shrimp's (in order to have Shrimp's build option light up more frequently). To prevent Blobby from becoming ultra-F-tier (and ruin the run for anyone who still dareth deploy him), some compensations are in order. Years ago, my mentor had suggested that Blobfish should produce pearls on enemy kills. I was reluctant about introducing too much complexity early on, and disliked the fact that unlike all pearl producers in OO, Blobfish does not look mollusk-like. However, watching (a small percentage of) players' painstaking struggles has finally convinced me to take the leap. In the past, Blobfish had acted as a means of comeback "at a permanent cost". Now, players with weak lines of defense will be making serious bucks out of the enemies overrunning their base, while skilled players can also spot "profit opportunities" for timely Blobfish drops. Blobfish is now an interesting economy option that can more reliably act as a secondary source-of-damage. And hopefully, all this will incentivize new players to save Blobfish for large enemy swarms (instead of dropping him on a single already-dying enemy like sooo many people do).
Turret Rework - Bumper Fish
Bumper Fish no longer blocks Odin from moving through it
Bumper Fish now bumps Odin out of itself if Odin either stopped inside of it, or spent longer than 0.4 seconds moving through it
Bumper Fish shakes as to indicate how close it is to bumping Odin
Slightly increased Bumper Fish's hurtbox size (which is also used for blocking & deflecting)
Slightly
Source
