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)_/¯

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