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Steam News13 February 20224y ago

v0.24 - Gojin Redux

Hey all, this update is coming out waaaay later than I would've liked but you have all been patient and I truly appreciate that!

In this update3

Full notes

Full Super Crome: Bullet Purgatory update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey all, this update is coming out waaaay later than I would've liked but you have all been patient and I truly appreciate that! This update features a bunch of new music, an updated Gojin boss fight, and a couple other minor changes to the player. The new Gojin fight can be found on level 3 and has a 100% spawn rate for the time being. Bosses are most definitely going to be shuffled around as more are implemented, but I'll talk about that more when we're closer to being boss complete!

What changed

1 fix4 additions1 change0 removals
  • UI and audio
  • Balance
  • Gameplay
addedHey all, this update is coming out waaaay later than I would've liked but you have all been patient and I truly appreciate that! This update features a bunch of new music, an updated Gojin boss fight, and a couple other minor changes to the player. The new Gojin fight can be found on level 3 and has a 100% spawn rate for the time being. Bosses are most definitely going to be shuffled around as more are implemented, but I'll talk about that more when we're closer to being boss complete!
addedI also wanted to address something that's been bugging me lately, which is difficulty. I know some people have complained that the latest additions have made the game far more challenging than it's ever been before. This is especially true for players that just want to see the new content being added with each update. I tend to try to balance to my own skill level, but that can be unfair as I'm the one designing each bullet pattern. I also have free reign to practice as much as I'd like which also gives me an unfair advantage.
changedThe current state of the game will remain as the Hard difficulty and I'll continue to balance this difficulty to my own skill level going forward. For now this will only effect boss fights, but I plan on extending this to enemy waves in the future (which currently need a lot of work anyway).
addedUpdates:Completely redid the Gojin fight (100% chance to spawn on Level 3 for now) - Player Drones now scale with the player's level (higher level = more damage) - The player starting shot now fires 2 bullets increasing damage output which should make the earlier waves a bit easier - 2 brand new boss tracks - 1 new level track (Level 1) - Added a couple new explosions (big and small) - Added a player shooting animation
fixedFixes:Minor balances changes for Vaktern and fixed an issue where the boss name wasn't showing up - Remastered Vaktern's audio to match other bosses - Fixed a bug (hopefully for good) where bullets would sometimes appear tiny
addedIn the pipeline:Menu revamp - Hard mode - Normal mode - Boss Rush and Practice modes - Brand new Level 1 boss (still in the works) - Revamp Player Red homing missiles attack and passive missiles attack (when warping) - New Level 3 background art + music (still in the works)

Super Crome: Bullet Purgatory changes

addedHey all, this update is coming out waaaay later than I would've liked but you have all been patient and I truly appreciate that! This update features a bunch of new music, an updated Gojin boss fight, and a couple other minor changes to the player. The new Gojin fight can be found on level 3 and has a 100% spawn rate for the time being. Bosses are most definitely going to be shuffled around as more are implemented, but I'll talk about that more when we're closer to being boss complete!
addedI also wanted to address something that's been bugging me lately, which is difficulty. I know some people have complained that the latest additions have made the game far more challenging than it's ever been before. This is especially true for players that just want to see the new content being added with each update. I tend to try to balance to my own skill level, but that can be unfair as I'm the one designing each bullet pattern. I also have free reign to practice as much as I'd like which also gives me an unfair advantage.
changedThe current state of the game will remain as the Hard difficulty and I'll continue to balance this difficulty to my own skill level going forward. For now this will only effect boss fights, but I plan on extending this to enemy waves in the future (which currently need a lot of work anyway).
addedCompletely redid the Gojin fight (100% chance to spawn on Level 3 for now) - Player Drones now scale with the player's level (higher level = more damage) - The player starting shot now fires 2 bullets increasing damage output which should make the earlier waves a bit easier - 2 brand new boss tracks - 1 new level track (Level 1) - Added a couple new explosions (big and small) - Added a player shooting animation
fixedMinor balances changes for Vaktern and fixed an issue where the boss name wasn't showing up - Remastered Vaktern's audio to match other bosses - Fixed a bug (hopefully for good) where bullets would sometimes appear tiny

I also wanted to address something that's been bugging me lately, which is difficulty. I know some people have complained that the latest additions have made the game far more challenging than it's ever been before. This is especially true for players that just want to see the new content being added with each update. I tend to try to balance to my own skill level, but that can be unfair as I'm the one designing each bullet pattern. I also have free reign to practice as much as I'd like which also gives me an unfair advantage.

So I plan on doing 2 things in the next update to combat this:

  1. Normal difficulty mode
  2. Practice and Boss Rush modes

The current state of the game will remain as the Hard difficulty and I'll continue to balance this difficulty to my own skill level going forward. For now this will only effect boss fights, but I plan on extending this to enemy waves in the future (which currently need a lot of work anyway).

Practice mode will allow players to replay any boss fight on either Normal or Hard difficulty. I currently don't have any plans for a Practice mode that includes enemy waves since these are completely randomized. That being said, I do plan on reconsidering it once I start working on enemy waves again.

Boss Rush mode is exactly what you'd expect. The player selects a difficulty (Normal or Hard) and will fight through every boss from start to finish with only 3 lives. I haven't decided if I want to include old bosses in this or not, but would love feedback here if anyone has some.

That was a lot of info to drop, but please feel free to leave any questions in the comments and I'll try to answer them as soon as possible!

Changelog

Updates:

  • Completely redid the Gojin fight (100% chance to spawn on Level 3 for now) - Player Drones now scale with the player's level (higher level = more damage) - The player starting shot now fires 2 bullets increasing damage output which should make the earlier waves a bit easier - 2 brand new boss tracks - 1 new level track (Level 1) - Added a couple new explosions (big and small) - Added a player shooting animation

Fixes:

  • Minor balances changes for Vaktern and fixed an issue where the boss name wasn't showing up - Remastered Vaktern's audio to match other bosses - Fixed a bug (hopefully for good) where bullets would sometimes appear tiny

In the pipeline:

  • Menu revamp - Hard mode - Normal mode - Boss Rush and Practice modes - Brand new Level 1 boss (still in the works) - Revamp Player Red homing missiles attack and passive missiles attack (when warping) - New Level 3 background art + music (still in the works)

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Source

Steam News / 13 February 2022

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