PUBLIC BETA 0.1.0!1!!1!!!11
THE GRAND UPDATE IS FINALLY UPON US!
This is it. The great public beta update that I have been working on for over a whole month. I cannot fathom how far the project has come at this point. If you were to show me this log 12 months ago and told me it was going to me of all people who'd write it, I'd call you a liar or be at a complete loss for words.
Thank you, all of you who have supported me through this journey so far. Through the thick and thin. The good times, and the not so good times. (looking at you, broken monitor =_=") I wouldn't be where I am now if it weren't for the (relatively) small community of 40 or so people who've decided to give my passion project at least a little bit of attention every now and then.
I'd like to give a huge thanks to..
My girlfriend Anja
For always being there for me during tough times <3
My game design teacher Jan
For discussing the design of the game with me. You had a huge impact on the start of the development
Mateyxh1, Doubloons & OtterWithADarkSide
For being some of the most active on the discord server
My parents
For supporting me in game development
My friend Lamarian
For... trying his best to help me with SFX and music ._."
Everyone who played the closed alpha/beta
For giving my passion project a chance <3
Anyway,
Enough being sappy,
BEHOLD, THE SHEER MAGNITUDE OF MY GREATEST UPDATE!
Shop & Upgrade changes
Decreased the damage upgrade on the Shotgun from 0.25 per level to 0.125 per level
Decreased the damage upgrade on the Minigun from 0.34 per level to 0.167 per level (double damage at max damage upgrade was a little too much DPS sadly)
Replaced pierce for the RPG with a knockback upgrade and increased the price and max upgrade level of it
Reworked the Snipers poison dart upgrade to now slow and weaken enemies by 20% for its duration with lower overall damage from the Sniper
Accuracy upgrade no longer increases bullet travel distance (it was causing bugs)
Increased the price of the max health up from $60 to $100
Increased the price of the healing upgrade on Medkit from $25 to $35
Increased the price of the cooldown upgrade on the Medkit from $40 to $50
Sentries now create a small explosion when they expire
Decreased the max upgrade count for the Miniguns firerate from 3 to 2
Decreased the price of the Gauntlet from $50 to 40$
Changed the shop button sprite
Redid a bunch of sprites
Warehouse changes
Expanded the size of the map
Added and moved some boxes around
Updated the easter egg
Forest changes
Changed where the enemies come in from
The tree foliage now becomes slightly see through when the player walks under them
Touched up on some sprites
Parking Cellar changes
Added Parking Cellar to wave mode but all money gain, health drop chance, and time between waves is halved once you reach it so you can't just super easily buy all upgrades and you can't just heal everything off by simply killing enemies
Redid the car fire animation and added particles to it
Audio changes
Redid the entire audio system to fix a bunch of bugs and make it easier to add sounds in the future
Replaced the combat track (credit to Osun6!)
Added main menu theme (also plays in the tutorial stage) (credit to Osun6 again!)
Combat music now continues playing even between waves
Changed the Minigun's firing sound to now be a new looping sound to mitigate audio related issues with leveled up firerate
Added spitting sound to the Spitter
Replaced sounds with 8 bit variants
Gauntlet sounds
charging up
charging cancel
charging full
Punching
Boomerang sounds
Throw
Catch
Impact
Other weapons
Pistol
Minigun
Sniper
RPG
Shotgun
Shop and Upgrade menu
Buying item
Attempting to buy item without enough money
Selecting item
Other sounds
Explosion
Small explosion
Dash
Enemy hurt
Enemy death
Player hurt
Player death
Projectile impact
UI button click sound
Skins
New skin: Jane Bio-Breaker
Girl skin for those of us who don't wanna play a guy character. Yes, it's not really interesting compared to the other skins, but idk how to make a more interesting design ;m;
Unlocked by default
New skin: Caped Baldy
Unlocked by killing 100 enemies in endless mode in a single run with the Gauntlet (projectile counts too)
This is probably the single hardest skin to unlock in the game.
Other skin changes
Renamed Soldier TF2 skin to Jane Doe
Some UI elements will now be different depending what skin you have equipped
Locked skins now display as "???" in the skins menu
Enemy changes
New enemy: Angler
Attempts to fool the player with a fake health pickup while cloaking herself like the Prowler. Enters the arena and finds a spot to stand at for 15 seconds before moving again. She has low health and speed, but hits as hard as an orange Strong. If she gets hurt, touched by you or manages to fool you, she'll leave her hermit mode and go after you
New booster enemy: Healbooster
Instead of giving an effect that lasts a certain amount of time like the Damage- and Speedboosters, it heals 0.1 HP on contact to enemies. Now before you have a heart attack thinking it's gonna heal like 5 enemies with just 1 spore, there's a change listed a bit further down that makes this enemy not insanely OP and irritating to deal with
Currently only in endless mode
New enemy type: Exalted
Exalted enemies are stronger versions of existing enemies. They have blood stained hands, large red eyes, and bigger muscles. There's currently only 3 exalted enemies; Normal, Speed, and Strong
Decreased health drop rate on most enemies
The Prowler (and Angler) can no longer receive boosts from Damage- and Speedboosters
The Prowler (and Angler) are now ignored by Minelayer landmines
Massively decreased the speed of Parasites
Added a maximum of 20 landmines that can exist at a time from Minelayers and increased time between mine spawns from 1.5 seconds to 2
Rebalanced spawn odds of enemies in endless mode
Renamed the Front tanker to Armorbug
Stun grenades now explode on impact with Front tankers/Armorbugs
Explosive zombies now do double damage to other enemies
Enemies now consume spores left by booster enemies to gain their effect (this is the change I was referring to with the Healbooster)
Bullet pierce count now doesn't get decreased when hitting a landmine
Pierce now works against Spitter projectiles
Booster spores no longer emit light in Parking Cellar but are still visible in the dark (they just don't illuminate their surroundings)
Redid the Brute and Damagebooster's sprites
Corpses now fade away instead of just instantly vanishing into the void
Added a smaller explosion animation to the landmine explosions instead of the regular large explosion at half scale
More checkpoints!
(please report any bugs you find related to this in the discord server's bug-reports-and-suggestions forum)
Wave mode now has a checkpoint every 5 waves instead of 10
Added a "Checkpoint!" indicator when you reach one
Timer is now disabled at wave 5 and 10
When pressing space to restart it'll open a popup asking to confirm so you don't just restart the run on accident
Other changes
Increased the base amount of time between waves by 10 seconds
The Medkit now has an 'apply time' before you actually heal. It basically functions the same as the Gauntlets charge up except heals you automatically once it's full. This is to make the Medkit less easily spammable
Increased the RPG's base firerate to 4 seconds
The Gauntlet now gives half a second of invulnerability after throwing a punch
Made the Gauntlet less janky
Using the Gauntlet while Ghost is active makes you continue through enemies when punching them instead of getting bounced back by recoil
Increased Ghost's effect duration from 0.5 seconds to 0.75
The Gauntlet's projectile now has a pierce count of 3 in endless mode and a base pierce count of 2 in wave mode
Rebalanced some waves
Added a small introduction to endless mode when the player tries it for the first time
Added 'Delete player data' button to the options on the main menu
Added credits on the main menu
The shop and upgrade's menu now disables and the toggle button becomes uninteractable when the player dies
Added a neat effect to the money display when buying something
Decreased the explosion size for both the RPG and Explosive Zombie
Massively optimized performance by switching to object pooling
Added debug invulnerability that just makes you immune to all damage (can be toggled on and off by pressing I while in debug mode)
Added a debug controls instructions page that can be accessed from the options menu on the main menu while in debug mode (i still won't tell you how to access debug mode, you'll have to figure that out yourself hehehehe)
Replaced the trail on the player with an after image effect when dashing and using the Gauntlet
The wave timer now says "switching stage in:" when at wave 10 instead of "time until next wave:"
It also now blinks red when there's less than 5 seconds left
Adjusted the muzzle flash particles
Added text at the bottom of the screen that says the update/version
Bug fixes
Fixed the seizure warning not showing up (I forgot to reenable it after doing stuff on the main menu because it blocks my view while it's enabled (whoops))
Fixed the sentry just... not working
Fixed the Gauntlet hitting a second time when the player is cornered
Fixed the Gauntlet not being locked in the tutorial
Fixed the Soldier TF2 being unlockable in wave mode
Fixed the boomerang getting thrown when cancelling the throw by switching weapon then to an animated weapon (i.e RPG, boomerang and gauntlet)
Fixed the Gauntlet's projectile having a base damage of 0 (it was supposed to be 4)
Fixed multiple explosions getting triggered when cornered by a massive cluster of enemies and then using the RPG
Fixed the RPG's cooldown sometimes triggering a second time even when the cooldown has ended
Fixed boosted enemies not losing their boost at the end of its duration
Fixed the player continuously blinking when dying while charging the Gauntlet
Fixed the timer starting before the wave ends if the player kills the very first enemy of the wave before another can spawn
Fixed the Front Tanker/Armorbug getting stuck on obstacles often
Fixed the Speedbooster/Damagebooster's spores' hitboxes existing for much longer than they should
Fixed the passive upgrades being accessible in the tutorial
Fixed the checkpoint restart text stretching with higher monitor ratios
Fixed the weaponwheel staying open after dying
Fixed the game remembering what weapon the player had selected between scenes
Fixed unpausing the game while on the controls menu not closing the controls menu
Fixed Z-fighting between overlapping acid pools
Fixed the Boomerang being held in the left hand instead of the right
Fixed the health bar moving on scene transitions
Fixed the fade to and from black not covering UI elements when in a stage
Fixed the player being able to start next wave while dead
Removed Herobrine
And, as always, but especially now,
Did some other stuff I prob forgor ¯\_(ツ)_/¯
Get Bio-Breaker
Bio-Breaker
Top down hoard shooter. Buy and upgrade weapons to kill 19 different types of enemies!
Status | In development |
Author | SaltyClaire |
Genre | Action, Shooter |
Tags | 2D, Arcade, Pixel Art, Retro, Roguelike, Singleplayer, Top-Down, upgrades |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial |
More posts
- Hotfix 269 days ago
- FINAL WEAPON: GAUNTLET69 days ago
- Tutorial, Caustic Zombie, Player Knockback, and More!83 days ago
- Player Skins!!Dec 28, 2024
- Sentry, Stun, and GrappleDec 16, 2024
- Stat Upgrades and a Ton of Bug Fixes! and back from break <3Nov 13, 2024
- Taking a Indefinite Break.Oct 23, 2024
- Abilities and Parking Cellar (hotfix)Oct 19, 2024
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