Splatchinko Demo Update 0.7.7: The REBOUND Rework & UI Upgrades!
Hi everyone! I'm back with another update for the Splatchinko demo! ːsteamthisːːsteamthumbsupː Version 0.7.7 brings some significant changes to the game's pacing, clarity, and underlying systems.
In this update2
Full notes
Full Splatchinko update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
4 fixes3 additions3 changes0 removals
Gameplay
UI and audio
Balance
Performance
Fixes
addedHi everyone!Here is everything new in this update:
changed🛠️ Design & Gameplay ChangesREBOUND Character Rework: I have completely changed how the main protagonist, REBOUND, plays! Instead of starting with a mutation tied to "SPLAT" pegs, REBOUND is now fully dedicated to ball splitting as their main ability. This makes the turns incredibly fluid and much more chaotic. Most importantly, it prevents those worst-case scenarios where a ball could get stuck bouncing around for over a minute!
added🛠️ Design & Gameplay ChangesBrand-New Mutation UI: Mutations (abilities) now have a completely revamped interface. The new UI is much clearer and more explanatory, making it easier to understand exactly what your build is doing.
changed🛠️ Design & Gameplay ChangesAbility Inheritance Rework: I did a deep dive into how balls inherit abilities and completely reworked the system to make it much more solid. This is especially noticeable (and stable) with balls and abilities that trigger splits.
changed🛠️ Design & Gameplay ChangesPlayer Damage Visualization: When an enemy hits you, it’s now much more obvious. The amount of damage you take is now visually displayed directly on the player character, rather than just updating the health bar at the top of the screen.
fixed🐛 Bug Fixes & ImprovementsPeg Numbers Fix: Fixed a rendering issue with the floating numbers that pop up from pegs. They will no longer hide underneath inactive pegs!
Splatchinko changes
addedHere is everything new in this update:
changedREBOUND Character Rework: I have completely changed how the main protagonist, REBOUND, plays! Instead of starting with a mutation tied to "SPLAT" pegs, REBOUND is now fully dedicated to ball splitting as their main ability. This makes the turns incredibly fluid and much more chaotic. Most importantly, it prevents those worst-case scenarios where a ball could get stuck bouncing around for over a minute!
addedBrand-New Mutation UI: Mutations (abilities) now have a completely revamped interface. The new UI is much clearer and more explanatory, making it easier to understand exactly what your build is doing.
changedAbility Inheritance Rework: I did a deep dive into how balls inherit abilities and completely reworked the system to make it much more solid. This is especially noticeable (and stable) with balls and abilities that trigger splits.
changedPlayer Damage Visualization: When an enemy hits you, it’s now much more obvious. The amount of damage you take is now visually displayed directly on the player character, rather than just updating the health bar at the top of the screen.
Hi everyone!
I'm back with another update for the Splatchinko demo! ːsteamthisːːsteamthumbsupː Version 0.7.7 brings some significant changes to the game's pacing, clarity, and underlying systems. I’ve been analyzing how turns play out and realized that sometimes, things could slow down a bit too much. So, I took action!
Here is everything new in this update:
🛠️ Design & Gameplay Changes
AdjustedREBOUND Character ReworkI have completely changed how the main protagonist, REBOUND, plays! Instead of starting with a mutation tied to "SPLAT" pegs, REBOUND is now fully dedicated to ball splitting as their main ability. This makes the turns incredibly fluid and much more chaotic. Most importantly, it prevents those worst-case scenarios where a ball could get stuck bouncing around for over a minute!
AddedBrand-New Mutation UIMutations (abilities) now have a completely revamped interface. The new UI is much clearer and more explanatory, making it easier to understand exactly what your build is doing.
AdjustedAbility Inheritance ReworkI did a deep dive into how balls inherit abilities and completely reworked the system to make it much more solid. This is especially noticeable (and stable) with balls and abilities that trigger splits.
Player Damage Visualization: When an enemy hits you, it’s now much more obvious. The amount of damage you take is now visually displayed directly on the player character, rather than just updating the health bar at the top of the screen.
🐛 Bug Fixes & Improvements
FixedPeg Numbers FixFixed a rendering issue with the floating numbers that pop up from pegs. They will no longer hide underneath inactive pegs!
FixedQuantum Loop FixAddressed and fixed bugs related to the "Quantum Loop" ability so it triggers exactly as intended.
Thank you again for all the support and feedback! Keep letting me know what you think of the new, faster-paced REBOUND on the Steam community hub.