What changed
0 fixes0 additions4 changes0 removals
changedHowdy All, It’s hard to believe launch day is here. This started out as a way for me to learn game dev and somehow turned into a proper game. I truly appreciate everyone who has provided feedback and support along the way. I’m launching with 5 levels, 5 characters, 5 bosses, 5 mini bosses and a spread of unlockable weapons and abilities to get your buildcraft on. There is also a time attack mode with leaderboards available once you clear the final boss (P.S. you can unlock it immediately on your second memory card profile if you want to get straight to it) In terms of content updates, I am exploring local co-op and working on acquiring more localizations. I also expect there will be plenty of bugs I did not uncover and balance patches in the coming days and weeks. Speaking of which, a few small changes already:
changedStrike Reflex proc rate has increased
changedDrain Life proc rate has increased
changedAdditionally, I wanted to call out a few known issues that I am actively working on: 1. While playing with a controller on PC, sometimes mouse drift can cause wave reward options to appear highlighted twice. Controller input should now immediately fix this, but a more robust solution to cleanly transition between the two and manage UX differences is in the works. 2. Japanese localization has performance issues on Linux related to Godot’s translation server. This only causes some delay on loading text heavy screens, and does not impact actual combat/gameplay. I am rapidly working on a fix for this. 3. The main game font works great across most languages but is very unwieldy with Cyrillic characters. I have a temporary font right now, but I am working on ensuring the Russian localization preserves the menu aesthetic and is comfortable for players to read. I hope you all enjoy the game, it has been a blast to make. Your friend, Marvin Wizard
Vital Shell changes
changedHowdy All, It’s hard to believe launch day is here. This started out as a way for me to learn game dev and somehow turned into a proper game. I truly appreciate everyone who has provided feedback and support along the way. I’m launching with 5 levels, 5 characters, 5 bosses, 5 mini bosses and a spread of unlockable weapons and abilities to get your buildcraft on. There is also a time attack mode with leaderboards available once you clear the final boss (P.S. you can unlock it immediately on your second memory card profile if you want to get straight to it) In terms of content updates, I am exploring local co-op and working on acquiring more localizations. I also expect there will be plenty of bugs I did not uncover and balance patches in the coming days and weeks. Speaking of which, a few small changes already:
changedStrike Reflex proc rate has increased
changedDrain Life proc rate has increased
changedAdditionally, I wanted to call out a few known issues that I am actively working on: 1. While playing with a controller on PC, sometimes mouse drift can cause wave reward options to appear highlighted twice. Controller input should now immediately fix this, but a more robust solution to cleanly transition between the two and manage UX differences is in the works. 2. Japanese localization has performance issues on Linux related to Godot’s translation server. This only causes some delay on loading text heavy screens, and does not impact actual combat/gameplay. I am rapidly working on a fix for this. 3. The main game font works great across most languages but is very unwieldy with Cyrillic characters. I have a temporary font right now, but I am working on ensuring the Russian localization preserves the menu aesthetic and is comfortable for players to read. I hope you all enjoy the game, it has been a blast to make. Your friend, Marvin Wizard
Howdy All, It’s hard to believe launch day is here. This started out as a way for me to learn game dev and somehow turned into a proper game. I truly appreciate everyone who has provided feedback and support along the way. I’m launching with 5 levels, 5 characters, 5 bosses, 5 mini bosses and a spread of unlockable weapons and abilities to get your buildcraft on. There is also a time attack mode with leaderboards available once you clear the final boss (P.S. you can unlock it immediately on your second memory card profile if you want to get straight to it) In terms of content updates, I am exploring local co-op and working on acquiring more localizations. I also expect there will be plenty of bugs I did not uncover and balance patches in the coming days and weeks. Speaking of which, a few small changes already:
Strike Reflex proc rate has increased
Drain Life proc rate has increased
Flurry now increments at 2% per proc down from 5%, still capping at 30%
Lethal Strikes now increments at 2% per proc, up from 1%, capping at 30%
Additionally, I wanted to call out a few known issues that I am actively working on:
- While playing with a controller on PC, sometimes mouse drift can cause wave reward options to appear highlighted twice. Controller input should now immediately fix this, but a more robust solution to cleanly transition between the two and manage UX differences is in the works.
- Japanese localization has performance issues on Linux related to Godot’s translation server. This only causes some delay on loading text heavy screens, and does not impact actual combat/gameplay. I am rapidly working on a fix for this.
- The main game font works great across most languages but is very unwieldy with Cyrillic characters. I have a temporary font right now, but I am working on ensuring the Russian localization preserves the menu aesthetic and is comfortable for players to read. I hope you all enjoy the game, it has been a blast to make. Your friend, Marvin Wizard