Minor-ish Update - Version 1.4.1
Took a while for me to get around to this one huh? No new content, it ended up being ALOT bigger than I originally anticipated anyway. Progression has been given some pretty large changes.
- Revamped progression to make it less steep, Medium-Class enemies will only start spawning after the first boss and Automatons by the second boss.
- Spawn speeds are now slower early on and slowly return to normal later on.
- By the second boss and onwards, shops wills start increasing in price by a flat 10+ each wave and additionally increasing by 1.1x for each boss beaten
- One of the shops will now always sell 25%-50% HP while the other will always sell 75%-100% HP.
- Fixed the line of sight check for enemies not being offset correctly for the player, previously the exact point they looked for was on the player's head. This meant you could just hide from enemies by hugging a wall from the bottom.
- Warpbots no longer teleport to the player during their initial spawning animation.
- Bosses now only give 500$ after being defeated, back then the first boss you defeat was basically the point you'd start to go nuts due to how much money you get from one.
- Brain Sentinel's projectiles no longer despawn when going out of the screen. Lifespan on the projectiles of some attacks adjusted.
- Altered the Crown Sentinel's 8-Way Stream attack and now only fires lines of 10 projectiles.
- The first few explosions of Shell Automaton's attack are larger now, try not to stay in the corners of the attack now.
- Characters now get special discounts on certain shops. Robin has a discount for Weapons, Speed-Ups and Firerate-Ups while Crow has a discount for Healing, Defense-Ups and Health-Ups.
- Redesigned Robin's gun to better match how it's meant to be officially.
- Re-adjusted the spawn positions of projectiles fired from the Player's gun for most weapons.
- Buffed several weapons to deal more damage, mainly the newer ones:
Sonic Ringer now deals 25-20-15 damage for a total of 60.
Barspitter = 12 DMG.
Grindmiller = 1.5 DMG.
Mad Bouncer = 30 DMG.
Crow's Charged Shot = 2 DMG, also nerfed charge time from to 1 second to 1.7 seconds. It was kinda disgusting how strong it was.
- Bruh, forgot to update Spread Shot's description to say 5 damage instead of 4 so that's fixed. Also now has a Damage Up penalty.
- You now gain 250 units of energy for Actives at the end of every wave, plus 10 for every Recharge Stat-Up.
- Pocket Explosive now deals 150 damage and is twice as large.
- Power Surge now requires 2000 energy and drains faster.
- Altered Dummy Shield's appearence slightly [Moved a hand slightly further out] and edited it's hitbox.
- New music! Title Screen now has it, along with the music changing within gameplay after each boss [With three new tracks in total for that part]
- Apparently you'd softlock on the title screen if you clicked "Go Back" on the Credits page so I fixed that. I love a singular typo breaking stuf!!!!
- Finally fixed a bug where you could buy health even at max HP, wasting money.
- Attempted to optimize projectiles to make them less laggy in large amounts, on weaker hardware it's not perfect but it's a start.
- A silly secret has been snuck in somewhere in the Title Screen... I would put in an :eyes: emoji here, IF I COULD!
Files
Get Bullet Tracks: Code XYZ
Bullet Tracks: Code XYZ
Fight against hordes of robots in this top-down arena shooter!
Status | Prototype |
Author | ThatRedBastard |
Genre | Action |
Tags | 2D, Endless, Singleplayer, Stencyl, Top down shooter |
Languages | English |
More posts
- Minor Update - Version 1.3Oct 31, 2023
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