Full notes
Full Slimekeep update
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What changed
- Server
- Gameplay
- Balance
- Maps
- Fixes
- Store
I'm happy to announce Slimekeep's first update since launch!
Firstly, thank you everyone for a successful release! There didn't seem to be anything too game breaking which was great to see. However, I am still aware of a few issues with the capturing system and some other things that are very difficult to replicate, so if you do ever run into any bugs, video recordings with plenty of context goes a long way in helping me fix these!
Please report any bugs you may encounter to my discord server here: Discord
In this post I will explain some of new additions, bug fixes, and tweaks I have made to hopefully make the game more balanced and less buggy!
Let's start with game balance. I've received a fair bit of feedback that the game is too easy. This has been a challenge for me in development because I want to make sure the game is accessible to all, but also challenging. Although currently it seems like the current game is a tad too easy in general, which I've been working to fix. It felt like too many people were getting overpowered runs early in the game loop or on their first or second attempts, and shredding boss health bars. While I love seeing the chaos of an overpowered build in action, I think the ease of getting powerful items needs to be toned down to emphasize the risk reward nature of the game, as well as making bosses more difficult in general. Here are some of my changes in this regard:
Balance Changes
Major
Increased all bosses health anywhere from 20-50% health to make them more challenging
Increased boss damage caps/meat shields so they take a bit longer to kill with a busted build
Gave the pet's weapon a 50% fire rate decrease by default as his base DPS felt a little too high
Made the health shop pens cost slightly more
Pretty heavily nerfed later stage/later difficulty slimes to drop less slimeballs
Generally increased most upgrade costs to make them more balanced
Decreased super rush buff time from 20 seconds to 12 seconds by default
Minor
Nerfed the better battery pet upgrade
Made the capture loot bars slightly rarer and more difficult to hit
Nerfed the battery add from capture minigame bars to be +100 instead of +250
Nerfed boss slimeball drops from boss chests as they dropped far too many
Slightly tweaked a few weapon prices to be more fair (sorry rocket launcher!)
Increased tier 1 and tier 2 pet upgrade costs by 5 special currency each
Nerfed slimy/slimier surge super rush upgrades to increase buff duration by 5 seconds each instead of 10
Made it rarer for a tier 2 weapon to drop from a reward chest
Greatly decreased the chance for item drops after clearing rooms
Changed slime armor upgrade to give +2 max health instead of +4
Next, here is a general list of bug fixes and new additions I've made over the past two days.
Other changes and fixes
Randomized the start screen theme at the start of the game
Fixed a bug where the player could not open the pause menu/minimap after playing darts
Fixed a few softlocks and bugs in slime rush mode
Clarified the home/restart/quit confirm text to be more clear on when the game actually saves
Fixed a dialogue bug when purchasing goo in the goo station
Fixed a softlock when playing slroulette/slimejack in the casino
Ensured all projectiles/attacks are now destroyed after killing a boss or clearing a room
Added some clarifying text to the slimeinator panels
Fixed a few of the slime king's attacks having lingering hitboxes
Slightly tweaked slime panicking when being captured to be a bit more engaging
Added more guiding text after clearing the tutorial
TNT craters now don't appear in places they shouldn't be
Hopefully you all understand these changes and please let me know what you think! I am always open to feedback. And again, if you encounter any bugs please do try to report them to the discord above and send a video your gameplay as well as the full context behind it so I have a better chance at identifying and fixing the bug. Happy slimekeeping everyone!
Source
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