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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
Hey guys, we have a huge update coming to you, so we're going to start with listing the changes in this patch, and then follow with giving a better explanation of how the game works, since the control screen in the beginning of the game isn't quite adequate enough.
Quick Note: It appears that an issue with the screen is occurring the first time you play after updating. From everything we can tell, this only occurs once. If this happens to you, close and reopen the game (or die). Sorry for any inconvenience!
Starting with the changes to this patch, we've completely overhauled how the bonus round works. As you collect Flobes and dodge enemies, two jars on the sides of the screen alternating dropping down whatever you collected/dodged. When the jars are filled up (around 15x multiplier), the game will slow to a stop, and BONUS ROUND text will drop down, followed by two identical cards with the word CHOOSE. Select a card with the analog stick and A (space on the keyboard), which will reveal either a good or bad card. A good card will bombard the player with Flobes, with which they must attempt to collect as many as they can, awarding them bonus points. The bad card spawns a swarm of enemies from all directions to attack the player, where each successfully dodged enemy rewards a bonus point. After the screen clears from the characters, text will come up showing how many points you got, and it will multiply that by your highscore, adding that final number to your current score. After the bonus game, the normal play mode will begin again. We've also removed any of the "Cheat" hotkeys that were left in the published game. Because of this bonus round, it is easier to get a higher score in our highscore contest, of which the reward has been modified from a No Man's Sky key to $60 of Steam Wallet, because the launch of NMS has been delayed. Because it's easier for competitors to get a higher score, we are also increasing the deadline of the contest to June 30th. A link to the website with more details is found here: http://www.foreverhumblepdx.com/highscore-contest.html
When the player reaches 10x, his bar splits into two colors, one blue and one purple, left and right respectively. This is shown by a slowdown of the game, and a growing of a purple side onto the bar, as well as the text COLLECT YOUR MATCHING COLOR. At this point, the game will begin spawning purple flobes as well as the standard blues. The player must collect each color with that respective color on their bar, and they can use the right trigger (or shift) to flip the bar, swapping the colors. It is to be noted that there is currently an issue where the game won't immediately split the colors, but this is usually fixed by 11x multiplier. Don't worry, no purples will spawn until your bar changes!
As well as at 10x, the bar splits yet again at 20x, this time into 3 colors, adding an orange into the center. At this point, the game will also spawn an orange flobe. While the player can still use right trigger or shift to flip blue and purple, they can not change the position of the orange center, as we found that is was too confusing to keep track of the three colors, as well as the rest of the game.
Some various fixes - Backgrounds as well as the music will be randomly selected when the game starts, but it will never pick the same one in a row. We've gotten rid of the NEW BEST text on the end screen, as it was pretty appalling in appearance. Guys that fill up the jars have been modified in size to activate bonus round closer to 15x multiplier. Instead of good on left, and bad on the right, flobes and enemies will fill up the jars in a mixed fashion, and they will alternate jars when they fall down. We have balanced the bonus rounds to offer similar scores to a player of average skill.
We've added in a new crisp UI surrounding the screen and jars, as well as 2 new backgrounds. We've also gotten rid of the original red background, and added a CRT shader to the remaining backgrounds.
We've fixed the game-breaking issue with the 10x multiplier not spawning the new enemies, however we've encountered another issue that causes one player to control the other players flipping of the bar on two player, and we've disabled that in two player mode for now.
Fixed an issue where orange wouldn't spawn until player 1 hit 10x on two player.
Fixed the lives on two player not going down to 0.
Made it so missing a color on two player doesn't reset the multiplier, it only loses a life.
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