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Full Turf Wars: A Snail Escape update
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Repeated intro
Hey! Since releasing the demo I've gotten some great feedback from so many of you, and I have really been enjoying watching you spreading your turfs. I've gotten a much better sense of what works and in which areas the game can be improved. And I have been working hard making the game a lot better. So here is the release notes for the latest version of the demo:
What changed
- Gameplay
- Balance
- Events
- UI and audio
- Store
Turf Wars: A Snail Escape changes
Balancing changes
Main goal is to make the gameplay a bit faster and rewarding aggressive play-styles more
Upped the aggression of many enemies by having them fly towards the player and attack
Reduced cooldown of all primary weapons
Increased the bullet speed of all shooting abilities and increased length of Frog Tongue and Splat Blade
Reduced prize of in-run upgrades and unlocking of new starting weapons to allow for more experimentation
Reduced speed boost effect of green slime (to not having your snail go complexity insane combining it with other abilities)
Quality of life & improvements
Added an indicator on the gun when the primary weapon reloads
Added confirmation messages if trying to dismiss rewards
Added new upgrade type Indestructible Bullets (that can be combined with all other upgrades)
Added more variation in room layouts
Bugs (not the enemy type)
Fixed the button indicators to display correctectly no matter if you use controller or keyboard (based on your last input)
Removed button remapping from the home base area due some errors reported (option still available from settings menu)
Fixed in-run shop not working correct in some cases
At the same time I’m working on finishing one of the last areas of the game…The Treetops, featuring 8 new enemies, a new slime type, unique mechanics and obstacles and a nasty boss to finish it off. More will be revealed later, I promise
Source
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