Game balance, new pickups, new features


Currency, XP, Enemy Progression & Gameplay Flow

To address early game experience, we've moved the initial enemy spawns closer to the player spawn. Along with this, the initial difficulty curve was all placeholder, and enemies now level up the same way players do, so the early and even mid-game experience is more enjoyable, with difficulty ramping over time.

XP is no longer gifted on kill, instead, all players within 20 units are granted XP when an enemy dies (the same is true for enemies when a human dies). Instead, the scoring system is now split between last-hit currency award and general XP collection.

Upcoming mid-game weapon and stat upgrades will be purchasable from currency collected during combat, along with further depth to player classes, weapons and (hopefully soon) new character abilities.

I've also added some environmental hints (road graffiti) to help new players navigate, and also added some base tutorialisation (that's probably not a real word, but you understand) to the bomb.

Changelist

- Added stat displays on level-up moments

- Some bugfixes with camera

- Added 'orbit controls' for the camera (A/D buttons)

- Added stat displays on level-up moments

- Some bugfixes with camera

- Added 'orbit controls' for the camera (A/D buttons)

- Changed fast crab to be more recognisable

- XP is now granted to all players nearby dying enemy

- XP is now granted to aliens

- Aliens can now level Updates

- Currency pickups added (drop from Acid crab)

- Pickups are now more obvious when they spawn

- Early game enemy spawns mitigate 'boring 60 seconds' after spawn

Balance Changes

- XP range is now 20 units (up from 12.5)

- Fast crab now has a faster dash

- Acid Crabs can now drop currency pickups

- Health pickups now grant +25 Health

- Fast crabs will no longer protect turrets

Files

Archive.zip Play in browser
1 day ago

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