Upgradeable Active Abilities!! And More Passive Perks


Hi y'all!! Yes, you read that changelog title right, I've FINALLY added active abilities to the upgrade system! And I've added 3 new passive perks, 1 new Mass-Mutation, and 1 new synergy!

Main changes

Upgradeable Active Abilities!!

Upgrading an ability and then removing it to switch to a different one won't void the upgrades for that ability if you decide to switch back to it

Decoy: Health

Costs $50, increases the Decoy's health by +2

Ghost: Effect duration

Costs $50, increases the effect duration of Ghost by 0.25s

Invulnerability: Effect duration

Costs $50, increases the effect duration of Invulnerability by 0.5s

Grappling Hook: Hook

Costs $50, increases the shoot- and reel speed and range

Sentry: Damage

Costs $50, increases the Sentries bullet damage by 0.5

Stun Grenade: Stun duration

Costs $50, increases the time enemies are stunned for by 1s

Added new passive perk: Rechargebooster

Costs  $75, increases active ability recharge amount on hit by 50%

Added new passive perk: Immovable

Costs $35, makes you immune to enemy knockback

Added new passive perk: Boost

Costs $45, lets you change direction while dashing

Added synergy: Thorns + Invulnerability

While Invulnerability is active, Thorns' retaliatory damage multiplier goes from 2x to 5x

Added new mass-mutation: Heartache

Health pickups heal 50% less

Moved the version text display to the top left of the screen

Added shop toggle hotkey (default is T)

Added a toggle for skipping intro animation

Bug fixes

Fixed the Spreadspitter having the Spitter's corpse

Fixed the Spreadspitter having double its intended projectile speed

Fixed the time between waves not being reduced on stage 3

Fixed restarting in wave mode replaying the intro animation

Fixed restarting in wave mode not resetting equipped passive perks

Fixed killing an enemy giving double recharge for active ability

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

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