What changed
0 fixes1 addition0 changes0 removals
addedFirst, we want to thank everyone that has become part of the Septic Savages community for playing the game! Even though our release has been small, we want you to know that we are committed to addressing concerns about gameplay and to making the game better in any way that we can. We've had couple of people mention that they feel like the sub moves too slowly when starting in Campaign mode. That's why we are going to increase the initial speed stat for Campaign mode, allowing you to get around the dungeons a little bit more quickly. We're also questioning whether or not we should have torpedo limits and the secondary "turd cannon" in Campaign mode. Our intention was to add a different dynamic by having torpedo limits that made you conserve ammo during Campaign mode, but it seems that quite a few players have taken to always using secondary and never actually using their torpedoes after picking them up, resulting in (understandably) huge frustration on part of the players. At the very least we want to increase the strength of the secondary "turd cannon," but we are open to eliminating torpedo limits in Campaign mode altogether if you all think that would make the game more playable. Please, let us know what you think in the comments!
Septic Savages changes
addedFirst, we want to thank everyone that has become part of the Septic Savages community for playing the game! Even though our release has been small, we want you to know that we are committed to addressing concerns about gameplay and to making the game better in any way that we can. We've had couple of people mention that they feel like the sub moves too slowly when starting in Campaign mode. That's why we are going to increase the initial speed stat for Campaign mode, allowing you to get around the dungeons a little bit more quickly. We're also questioning whether or not we should have torpedo limits and the secondary "turd cannon" in Campaign mode. Our intention was to add a different dynamic by having torpedo limits that made you conserve ammo during Campaign mode, but it seems that quite a few players have taken to always using secondary and never actually using their torpedoes after picking them up, resulting in (understandably) huge frustration on part of the players. At the very least we want to increase the strength of the secondary "turd cannon," but we are open to eliminating torpedo limits in Campaign mode altogether if you all think that would make the game more playable. Please, let us know what you think in the comments!
First, we want to thank everyone that has become part of the Septic Savages community for playing the game! Even though our release has been small, we want you to know that we are committed to addressing concerns about gameplay and to making the game better in any way that we can. We've had couple of people mention that they feel like the sub moves too slowly when starting in Campaign mode. That's why we are going to increase the initial speed stat for Campaign mode, allowing you to get around the dungeons a little bit more quickly. We're also questioning whether or not we should have torpedo limits and the secondary "turd cannon" in Campaign mode. Our intention was to add a different dynamic by having torpedo limits that made you conserve ammo during Campaign mode, but it seems that quite a few players have taken to always using secondary and never actually using their torpedoes after picking them up, resulting in (understandably) huge frustration on part of the players. At the very least we want to increase the strength of the secondary "turd cannon," but we are open to eliminating torpedo limits in Campaign mode altogether if you all think that would make the game more playable. Please, let us know what you think in the comments!