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Steam News14 August 20232y ago

Changelog 0.88: Healing, Boss Changes, and QOL

I've avoided adding healing to the game, mostly because I was lazy, partly because I wasn't sure how it would affect the difficulty curve of the game.

Full notes

Full The Red Sun update

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

What changed

0 fixes4 additions3 changes1 removal
  • Balance
  • Gameplay
  • Compatibility
  • Fixes
addedI've avoided adding healing to the game, mostly because I was lazy, partly because I wasn't sure how it would affect the difficulty curve of the game. However, given the steep curve near the beginning of the game, I felt that a drastic change was needed. Healing should balance the difficulty. It works on the same system as the laser, where having 3 pips allows for healing. Having purple pips means that the player heals twice as fast (0.75s vs 1.5s). This should further incentivize aggressively evasive play by providing increased room for making mistakes. In game testing, players often manually respawn if they take damage early. Healing will hopefully mitigate this problem, as health is now a semi-renewable resource.
addedHealing should not significantly affect boss battles, though it should make some significantly easier. Annie and Em & Be both provide opportunities for healing, which further aids new players fighting against the first two bosses. Steve also provided this opportunity, however, players were already too passive when fighting against Steve, and healing was likely to further encourage passive behavior. In order to counter this, Steve's movement speed was significantly increased, reducing the opportunities for healing, while also making it slightly easier for skilled players to deal damage, since Steve would be in range far more often. In addition, Steve no longer spawns more than 5 minions at a time, which would happen occasionally and be far to overwhelming to play against.
changedA small change to Annie's AI reduces the change that Annie drifts downward when attacking from the side.
removedBy popular request, floaters no longer deal damage through walls, meaning that if there is a wall in between the player and the enemy, no damage will be dealt by floaters. However, if the enemy can still "see" the player, then the floater can deal damage.
addedThe saber sprite was updated, and the player sprite now has shoulder pads. Updating the saber sprite had the added benefit of extending the range of the saber. This may result in unwanted behavior (Specifically at the rooftop) and strategies, which will a be tweaked in further updates.
changedController support is still in testing. Currently, the game register's controllers as some kind of keyboard extender. Pressing a button on a controller maps to a particular button on the keyboard.

The Red Sun changes

addedI've avoided adding healing to the game, mostly because I was lazy, partly because I wasn't sure how it would affect the difficulty curve of the game. However, given the steep curve near the beginning of the game, I felt that a drastic change was needed. Healing should balance the difficulty. It works on the same system as the laser, where having 3 pips allows for healing. Having purple pips means that the player heals twice as fast (0.75s vs 1.5s). This should further incentivize aggressively evasive play by providing increased room for making mistakes. In game testing, players often manually respawn if they take damage early. Healing will hopefully mitigate this problem, as health is now a semi-renewable resource.
addedHealing should not significantly affect boss battles, though it should make some significantly easier. Annie and Em & Be both provide opportunities for healing, which further aids new players fighting against the first two bosses. Steve also provided this opportunity, however, players were already too passive when fighting against Steve, and healing was likely to further encourage passive behavior. In order to counter this, Steve's movement speed was significantly increased, reducing the opportunities for healing, while also making it slightly easier for skilled players to deal damage, since Steve would be in range far more often. In addition, Steve no longer spawns more than 5 minions at a time, which would happen occasionally and be far to overwhelming to play against.
changedA small change to Annie's AI reduces the change that Annie drifts downward when attacking from the side.
removedBy popular request, floaters no longer deal damage through walls, meaning that if there is a wall in between the player and the enemy, no damage will be dealt by floaters. However, if the enemy can still "see" the player, then the floater can deal damage.
addedThe saber sprite was updated, and the player sprite now has shoulder pads. Updating the saber sprite had the added benefit of extending the range of the saber. This may result in unwanted behavior (Specifically at the rooftop) and strategies, which will a be tweaked in further updates.

I've avoided adding healing to the game, mostly because I was lazy, partly because I wasn't sure how it would affect the difficulty curve of the game. However, given the steep curve near the beginning of the game, I felt that a drastic change was needed. Healing should balance the difficulty. It works on the same system as the laser, where having 3 pips allows for healing. Having purple pips means that the player heals twice as fast (0.75s vs 1.5s). This should further incentivize aggressively evasive play by providing increased room for making mistakes. In game testing, players often manually respawn if they take damage early. Healing will hopefully mitigate this problem, as health is now a semi-renewable resource.

Healing should not significantly affect boss battles, though it should make some significantly easier. Annie and Em & Be both provide opportunities for healing, which further aids new players fighting against the first two bosses. Steve also provided this opportunity, however, players were already too passive when fighting against Steve, and healing was likely to further encourage passive behavior. In order to counter this, Steve's movement speed was significantly increased, reducing the opportunities for healing, while also making it slightly easier for skilled players to deal damage, since Steve would be in range far more often. In addition, Steve no longer spawns more than 5 minions at a time, which would happen occasionally and be far to overwhelming to play against.

A small change to Annie's AI reduces the change that Annie drifts downward when attacking from the side.

By popular request, floaters no longer deal damage through walls, meaning that if there is a wall in between the player and the enemy, no damage will be dealt by floaters. However, if the enemy can still "see" the player, then the floater can deal damage.

The saber sprite was updated, and the player sprite now has shoulder pads. Updating the saber sprite had the added benefit of extending the range of the saber. This may result in unwanted behavior (Specifically at the rooftop) and strategies, which will a be tweaked in further updates.

Controller support is still in testing. Currently, the game register's controllers as some kind of keyboard extender. Pressing a button on a controller maps to a particular button on the keyboard.

Red Sun 0.88: Update Player Sprite and Saber Sprite Saber ranges slightly increased Fix Annie downward drift Added healing Added 4 rooms to Pre-Annie, existing rooms modified Floaters no longer hit through walls Combo Pips now persist through rooms Steve movement speed increased from 100 —> 175 Steve no longer spawns more than 5 minions

Red Sun 0.875: 8/9/23 Attempted fix at mini-jump bug Attempted fix for controller binding Fix for cutscene skip bug

Source

Steam News / 14 August 2023

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