In this update4
Full notes
Full TEKO update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Performance
- Balance
TEKO changes
ULTRA UPDATE - u9.0.0!
I've been working on this update for months, knowing that the game still looked bad and needed to be polished to the max so the gaming experience would be the right one. I know my weakness was the visuals, so that's what I worked on the most: IN TOTAL I MADE OVER 200 CHANGES. Aside from the aesthetics, I used the momentum to create new features and make the game easier for everyone, with a lot of QoL and other useful resources.
Here's a summary of everything I did:
VISUAL/SOUND
Total overhaul to the OST. All the music was improved and extended for a better experience. - Total overhaul to the sound effects. Now all elements and actions have sounds. All buttons make a sound when clicking/releasing. - Total rework to the Cards: they look much better: now they're bigger, their borders are more colorful and have defined black lines on the outside, they have more space for the elements inside, they no longer have subpixel issues, therefore the interpolation is correct and the images fit perfectly inside the borders, plus I improved their quality. I also improved the drag animation, when they move they tilt to the side, plus they arrange themselves better when there are a lot of them. I also reworked the way Sinister Cards look. - Added a shadow in the bottom left corner to exactly all elements in the game. Some elements get bigger when hovering over them, and their shadow behind gets bigger to achieve a zoom-in effect. - All usable items will do a color pulsating effect when clicked. Other interactable elements will also do something similar. - Added an erratic floating effect to most interactable elements. - Improved all buttons in all interfaces throughout the game. Now they have better coloring, they all have a sinking effect when clicked, and activate after releasing the click. Plus, they no longer have an ugly outline effect, instead they darken when hovered. Some buttons have been made smaller, especially those in the main menu. - All texts have a more defined black stroke, the overall quality and definition of the entire game increased. - Movement animation speeds have been accelerated for all elements in the game (for example, when you buy an item and it travels to your inventory). - New animation for items when selling them, they disappear and for a second a "$" sign appears. Plus, the money display now does a jumping effect every time this happens. - Adjusted the positioning of all elements on the game screen, the shop, and the main menu. Now there's more space, everything is better organized, and besides, no element touches the edges of the screen. - Rework to all item screens (for example, the packs where you get something), they all have the same visual coherence and all their elements were improved to match the rest of the game. - Images that have changed: inventory sprites for packs/stickers and mods, now they're a sort of table made of colorful precious stones; the Codex; the Card slots; Hacker Pocket; Manual; Number-only Stickers; Locker; Pillbox; the cancel/confirm buttons (now they're an 'X' and a green checkmark); Pirinola. - Images I've deleted: the one behind the money amount; the wooden table located behind the Cards; the green carpet behind the Chips. - Card sprite reworks: Last Man Standing, White Spark Legend, Fair Trade, La Yeni, Cheers, Betrayal, Idle Overlord, Transgressor, Filling. - Fixed items that had imperfect borders, for example, Consumables had white subpixels and that made them look pretty ugly. - Now Chips will float when selected, they look much better, they move in a more fluid way. - Improved the descriptions of dozens of items that had inconsistencies between them, for example, Cards that gave x multi, before it said "+x" instead of "x". Now it's neater. - Improved Mod coloring. Their display inside Cards has also improved. - Now the perk reward screen when beating a boss looks much better, it has colors and the description. I also improved its tooltip and the image that represents it. - Added the missing Stickers and all Chip types to the Codex. - Now the selected combo display is split into 3 and moves so it's not so static. In my opinion, it turned out beautiful. - Entire visual rework to the color tubes, now they actually look like tubes. - Rework to the draw/discard animation. Now it looks like Chips come out of the Pockets, they appear from below and then disappear. - Fixed inconsistency in Chip colors, now everywhere it's ordered like this: cyan, pink, green, orange. - I completely changed the background's color palette, and I also darkened the sprite so it's not as distracting. It's much more subtle, but it changes colors faster. - Text no longer overflows inside any button or screen. - Rework to all Stickers so they don't lose quality. Before, being such small elements, they looked a bit bad. Now I changed them to vectorized files and they look perfect. - Added round record stat for every difficulty of every Pocket in the main menu. - The base and multi displays now jump every time value is added to them. - Reworked the screen that appears after winning a round. - New animation when deleting Chips and Cards. They do a sort of fading into ashes (they break into tiny pieces). - The speed of the scoring stage (from when you hit 'PLAY' until the score goal is reduced) improved significantly, but in a more gradual and much more measured way. And if there are a lot of scoring elements, the time will conveniently shorten so you don't waste so much time waiting. It's much more responsive. - More coherent animations for Cards that trigger when entering the shop (for example, those that delete other Cards, like The Beast). Now, before the Cards rearrange themselves, they stay still, giving time for the Cards to do their animations, and when they all finish acting, they rearrange normally.
QOL/BALANCE
- Added 3 new buttons for better Mod management(1) auto-equip all (2) auto-unequip all (3) unequip Mods from specific Cards. It's no longer necessary to do it one by one. - NEW Ban System: now you can choose which Cards you don't want to appear in your run. - Now all Consumables can be used on the game screen. This is one of the biggest balance changes because it will allow for new strategies, for example, modifying the chips on the spot. - Now it's possible to get Cards and have them take effect immediately, for example, those that give stats like mana. - Now it's possible to preview the bosses you're going to fight against. This helps decide a better strategy. - Added 2 utilities for the Chip miniatures (when selecting Chips from your hand, they are drawn at the top over a glass table): now when hovering over them they show their corresponding tooltips, and you can also CHANGE THEIR ORDER! now it'll be easier to interact with Chips that have special effects. - Now it's possible to replace a Card if you open a Card pack and all slots are already full. This allows you to pivot to other builds more easily. - Expanded the scoring limits, now strings beyond a decillion are written in scientific notation. It's possible to go further. - Infinity system: it's possible to reach infinity. Upon reaching this, it will only be possible to score infinity to reduce the score goal. - I reduced the Score Goal and the overkill penalty when playing with the Forbidden Pocket. - You can access the posts of the latest updates by clicking on the version number in the Main Menu (top right corner). - Added a button to choose a random Pocket and difficulty. - Added a button to see all Pockets at once (like the codex) to visualize them more easily and choose which one to play with greater clarity. - Added an indicator next to the Pocket to know how many available shuffles are left during the round. - With the Empanadino Card it will be possible to skip the empanada race (this saves a lot of time). - Flowor Boss warns in its tooltip that it disables action Mods (thumb/iron/bat/ball). - Removed Cam Mode (it moved the elements to allow content creators to place their webcam more easily). There's no screen space for this currently! - Added clarification to the Castle Consumable (which level it upgrades). - Warlock Pocket no longer gives locked Cards. - Now the score goal percentage will also increase depending on: the amount of Action Cards; the money saved; the amount of Pro Mods. PS: not in every round! - Clarified that the Sinister Trait cannot be duplicated. - Changed the Linen Pocket description so it's easier to understand what it does. - Cheapskate Card should make the reroll price $0 at any time regardless of when it's obtained. Sale Card will do the same (always lowering the price). - Extra Mods indicator in the inventory text. It's possible to have more than the Mod limit, for example, when a Card that had equipped Mods is destroyed. Now it will show, for example, "12+2" and they will be added to the queue. When spaces are freed up, the queued Mods will appear. - I added a button to sort the Pocket's Chips by color, number, or shape, in the visualizer for all the Chips the player has. - Now the page and section where the player left the Codex before exiting are saved. - Added a table in the Pirinola tooltip, and a new description, that precisely shows all the data you need to know. - Overkill was limited to 999.999% to avoid string issues (good luck reaching that number XD). - No more than one Lankvian Boss will appear on the highest difficulty. Previously, this increased the score goal too much if it repeated. - Bosses can no longer repeat consecutively when there's a double boss. - Now it will be possible to exit by right-clicking on these screens: manual, pocket visualizer, pocket selector, codex, settings, boss preview, memories. - Now it's possible to delete Memories. You can also see more expanded info to visualize all the Cards from the run. - Improved the notification box's functionality. When Cards upgrade Cards, each one will be put in the queue unless they are Cards like Tryhard, which upgrade the same combo, in that case it will show, for example "Tryhard x2" if there are 2 Cards. - Added max draw, shuffles, minimum chips, starting money to the Pocket tooltip. - Manual rework: now it offers information about special combos. - Abandoning a run will now add stats and unlock things as if it were a defeat. - Now, at the end of each run, memories appear as a form of summary.
BUGS
Optimization, I removed hundreds of unnecessary lines of code one by one that served to constantly check things. Deleted a ton of redundant and repetitive stuff. Refactored and unified several scripts. - Now Memories (run history) take up almost no space. I did a total rework to data saving. - When Alchemy Card triggers, there won't be visual inconsistencies in some elements anymore. - Some effects, like for example, the Draw amount, should now work properly when continuing a run. - Fixed an interaction that allowed selecting 2 item types at once (for example, Cards and Consumables). - Fixed a crash when rerolling and hitting the rare Card pity. - When changing/deleting a profile, the game will restart (a loading screen will appear) to properly execute the changes. - Quitting the game in the middle of a play shouldn't break the run. - The Hourglass Sticker can no longer delete Chips beyond the minimum limit. - If a Boomerang Chip is discarded, it won't return to your hand. - Now the Magic Pocket increases the Pillbox's efficiency correctly. - Fixed Dopamine and Start from scratch tooltips. If the player had negative money, negative values appeared. - Straight 3 is better than two pair in numbers. Before it was the other way around, and it brought scoring issues. - Now beating the final boss will give a perk if you continue in endless mode. - The music pitches down at the beginning of the turn where you have 1 mana instead of in the middle of the previous play. - Using Pentagram (to turn a Card into Sinister) correctly removes the equipped Mods from the converted Card. - Even if you have negative money, you can reroll the shop if the roll is $0. - Fixed all bugs generated by Chips that had numberless Stickers. They previewed incorrectly, interacted poorly with combos, and now they sort correctly in your hand. - Now all screens transition correctly. Before, some elements lingered for a few frames when switching screens. - Dragging a Card won't accidentally select its Mod if the cursor happens to land on that position. - Texts no longer break when exiting and returning to a game. - Fixed a Transfuser Consumable bug that wouldn't let you select Chips correctly. - Fixed several bugs on the Mask/Masquerade/Ticket screen. - Fixed several descriptions in the Memories tooltips that didn't show Card values. - The engine was updated after 2 years of not touching it. I've switched to the most stable version. This should achieve a subtle difference in performance. - Item purchasing is no longer blocked while buying Consumables. - Cards no longer overflow on the blender screen when there are many. - When having a lot of points, the manual no longer calculates infinitely to show base x multi (this caused the screen to lag). - Fixed the bug that showed some Pro Mods could be equipped on Cards where it actually wasn't allowed.
Thanks to everyone who believed in me. We're very close to leaving Early Access. TEKO already has a lot of content, but I'm going to make a huge expansion for version u10.0. Besides, I have to make several balance changes.
Remember that I barely have resources, I'm completely alone and plus I almost have no feedback. This path was very hard for me. Even so, I haven't given up and now it shows that this is a serious game.
Honestly, to this day I think I do deserve to do well and for the game to be more recognized. Only now I can say it, before I didn't think I deserved such a thing. But I've been working over 4,000 hours on this project. I really deserve good things to happen to me.
We're just one step away from finishing. The game is completely playable and enjoyable in its current state. Thanks for your patience. I'm sorry for rushing in the past, I shouldn't have released the game in such a raw state. It won't happen again with my next games.
This isn't over, it's just the beginning.
PS
obviously I'm open to any suggestion, bug reports, balance feedback, etc. I ALWAYS WILL BE. I actively listen to the community.
Never forget
I'm here to offer you the best experience possible. My dream is to make a living out of this!
Here's a video that summarizes all the changes the game had during this year of development:
Source
Changelog.gg summarizes and formats this update. How we read updates.
