Speedrun Timer!!


Hey y'all again, sorry for taking so long to release a new update, I've been procrastinating a lot recently ._." 
Anyway, this is just a minor update with some new enemies and QoL stuff and bug fixes (and probably bug unfixing -_-)
I kinda forgot to start writing the devlog so I most definitely forgot some stuff ._."

New enemy added: Echoer

It teleports ahead of whatever direction the player is moving to stop them from running in a circle

Main changes

Added a speedrun timer that can be toggled on in the options on the main menu. Only works in wave mode and restarting from a checkpoint continues the timer from where you died and not when you reached the checkpoint. I feel like that's obvious but I think I should clarify ._."
It's also in endless mode but that's mainly just for counting time survived

Lowered the base speed of Normals, Spitters, Prowlers and Caustics from 8 to 7.5 and Exalted Normals from 9 to 8.5

Added knockback to the Sniper and Shotgun's bullets and gave them a good bit of recoil too

Added a master volume slider (that should've been there from the start ._.")

Made the player invulnerable after completing after beating wave mode so they don't break stuff

Added an in-game debug console that can be used when debug mode is activated (duh) thanks to yasirkula from the unity asset store for making it. I would absolutely never have figured out how to code this thing

Dash changes

The dash now actually works as a dash instead of a boost. You can no longer stop or change direction mid-dash. Also the cooldown is now 3x what it was before. This is to make the dash a bit more strategic. I know this sounds really bad, but remember I nerfed the base speed of all enemies that rival the players walking speed. And if it gets too hard after this change, I can just change it back. Just give your feedback

Bug fixes

Fixed the fullscreen and v-sync toggles not working (AGAIN)

Did some other stuff I prob forgor ¯\_(ツ)_/¯

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