Aug 10, 2015
Zenzizenzic - bitHuffel
Last week was gamescom in Köln, Germany, from which I am still recovering (caught a bit of a virus there!). We had a blast there and got to meet some awesome people, but of course, work here doesn't stop!

This patch is a real quick one to get a few crucial issues worked out.

Classic:
  • Fixed an issue where player 2 would get multiple Shoot Level Upgrades from a single powerup.

Macro:
  • Fixed an issue with the level 2 boss where it would infinitely spawn the 'Get Out!' message and lasers. Also adjusted the encounter slightly.
  • Adjusted the keybinds for the usable items so that now they can be re-assigned in the launcher.

And if you come across any other issues, be sure to let me know so I can sort them out right away.
Aug 10, 2015
Zenzizenzic - bitHuffel
Last week was gamescom in Köln, Germany, from which I am still recovering (caught a bit of a virus there!). We had a blast there and got to meet some awesome people, but of course, work here doesn't stop!

This patch is a real quick one to get a few crucial issues worked out.

Classic:
  • Fixed an issue where player 2 would get multiple Shoot Level Upgrades from a single powerup.

Macro:
  • Fixed an issue with the level 2 boss where it would infinitely spawn the 'Get Out!' message and lasers. Also adjusted the encounter slightly.
  • Adjusted the keybinds for the usable items so that now they can be re-assigned in the launcher.

And if you come across any other issues, be sure to let me know so I can sort them out right away.
Jul 30, 2015
Zenzizenzic - bitHuffel
In a few short moments it will be exactly a week since Zenzizenzic was officially launched on Steam. Since then much work has been done to fix small things and adjust bits and pieces and today those adjustments are live in patch v1.02! Read on for the full list of fixes and changes.

If you have any questions or concerns about these notes, feel free to drop a comment!

Global:
  • Typo fixed in the menu when choosing the Gauntlet mode.
  • Fixed an issue with the Steam leaderboards for level 5 on Hard and Very Hard difficulty.
  • Removed the Personal Best, Achievements and Leaderboards overviews from the weapon selection menu when in the Boss Training mode as that information is not applicable to that mode.
  • Fixed an issue where high speed bullets would escape the Black Hole ability. Enemy bullets now turn much sharper towards the black hole when close enough.
  • Adjusted the Pause menu so now the mouse cursor is displayed over the menu graphics rather than below it.

Classic:
  • Greatly increased the amount of points that enemies are worth in level 3 and to a slightly smaller extent in level 5. Charge the leaderboards!
  • Fixed an issue in the Gauntlet mode progressing into level 3 on Hard difficulty where the screen would almost white out completely.
  • Fixed an issue in the Gauntlet mode where the background from level 4 would stay after level 5 had started.
  • Fixed some discrepancies on how enemy lasers react to player shields and special weapons. Now all enemy lasers should destroy on contact with a shield or shield explosion and not destroy when hit by, for example, a Charge Shot. Enemy lasers do not interact with player special weapons.
  • Fixed the mouse over on the restart and exit buttons in bonus level 5 on the Training mode.
  • Adjusted the enemy '16 Orbital Spinner' bullet pattern in level 2.
  • Fixed the Pause menu in the Boss Training mode of level 4.
  • Fixed a bunch of issues with Bonus Training levels, most notably camera position adjustments.
  • Fixed an issue with the level 1 achievement in the Gauntlet on Hard and Very Hard difficulty.

Macro:
  • Slightly lowered the enemy spawn rate increments on Hard and Very Hard difficulty.
  • Reduced the amount of bullets the level 2 enemy 'SwirlyShooter' (scientific name) swarms out.
  • The Shop is closed now as soon as the boss spawns and does not spawn during a boss encounter.
  • The level 2 boss is adjusted so it takes less effort to open up the doors to the core and it is a little bit more apparent how to do so. The boss' health has increased by about 20% to make up for it.
  • The level 3 boss fight is adjusted so the entire first phase involving the chasing boss sections is no longer part of the fight.

See you on the leaderboards and thanks for the support!
Jul 30, 2015
Zenzizenzic - bitHuffel
In a few short moments it will be exactly a week since Zenzizenzic was officially launched on Steam. Since then much work has been done to fix small things and adjust bits and pieces and today those adjustments are live in patch v1.02! Read on for the full list of fixes and changes.

If you have any questions or concerns about these notes, feel free to drop a comment!

Global:
  • Typo fixed in the menu when choosing the Gauntlet mode.
  • Fixed an issue with the Steam leaderboards for level 5 on Hard and Very Hard difficulty.
  • Removed the Personal Best, Achievements and Leaderboards overviews from the weapon selection menu when in the Boss Training mode as that information is not applicable to that mode.
  • Fixed an issue where high speed bullets would escape the Black Hole ability. Enemy bullets now turn much sharper towards the black hole when close enough.
  • Adjusted the Pause menu so now the mouse cursor is displayed over the menu graphics rather than below it.

Classic:
  • Greatly increased the amount of points that enemies are worth in level 3 and to a slightly smaller extent in level 5. Charge the leaderboards!
  • Fixed an issue in the Gauntlet mode progressing into level 3 on Hard difficulty where the screen would almost white out completely.
  • Fixed an issue in the Gauntlet mode where the background from level 4 would stay after level 5 had started.
  • Fixed some discrepancies on how enemy lasers react to player shields and special weapons. Now all enemy lasers should destroy on contact with a shield or shield explosion and not destroy when hit by, for example, a Charge Shot. Enemy lasers do not interact with player special weapons.
  • Fixed the mouse over on the restart and exit buttons in bonus level 5 on the Training mode.
  • Adjusted the enemy '16 Orbital Spinner' bullet pattern in level 2.
  • Fixed the Pause menu in the Boss Training mode of level 4.
  • Fixed a bunch of issues with Bonus Training levels, most notably camera position adjustments.
  • Fixed an issue with the level 1 achievement in the Gauntlet on Hard and Very Hard difficulty.

Macro:
  • Slightly lowered the enemy spawn rate increments on Hard and Very Hard difficulty.
  • Reduced the amount of bullets the level 2 enemy 'SwirlyShooter' (scientific name) swarms out.
  • The Shop is closed now as soon as the boss spawns and does not spawn during a boss encounter.
  • The level 2 boss is adjusted so it takes less effort to open up the doors to the core and it is a little bit more apparent how to do so. The boss' health has increased by about 20% to make up for it.
  • The level 3 boss fight is adjusted so the entire first phase involving the chasing boss sections is no longer part of the fight.

See you on the leaderboards and thanks for the support!
Zenzizenzic - bitHuffel
Today marks the day that the bullet frantic experience Zenzizenzic crawls out of its Early Access shell and joins the ranks of fully fledged Steam releases!

Zenzizenzic is now feature and content complete. Published by Adult Swim Games, it can now be picked up on Steam for 7.99$ (20% discount for the first week!).

Also, I'm streaming the game right now over at http://www.twitch.tv/bithuffel! Come hang out, chill with some great music, ask questions and WIN SOME STEAM KEYS!

See you there!

Best,
Ruud Koorevaar - developer of Zenzizenzic
Zenzizenzic - bitHuffel
Today marks the day that the bullet frantic experience Zenzizenzic crawls out of its Early Access shell and joins the ranks of fully fledged Steam releases!

Zenzizenzic is now feature and content complete. Published by Adult Swim Games, it can now be picked up on Steam for 7.99$ (20% discount for the first week!).

Also, I'm streaming the game right now over at http://www.twitch.tv/bithuffel! Come hang out, chill with some great music, ask questions and WIN SOME STEAM KEYS!

See you there!

Best,
Ruud Koorevaar - developer of Zenzizenzic
Zenzizenzic - bitHuffel
Hi all,

Here's a quick announcement listing the patch notes for this final patch before release. It mostly covers small fixes, nothing too major, but all to ensure that we have a smooth launch with a solid version of Zenzizenzic tomorrow! Read on for the full notes.

Also, I will be regularly streaming Zenzizenzic over the next few days and handing out Steam keys over at http://www.twitch.tv/bithuffel! Be sure to follow and come hang out when you get the chance.

Global:
  • Fixed issue with movement speed when gamepad and keyboard controls are mixed.
  • Fixed issue with Exit button from Main Menu not responding.
  • Mouse cursor settings in Options works again.
  • Screenshake now stops when in Pause menu.
  • Few issues with Leaderboard statistics not being called are fixed.
  • When screenshake is on max it no longer breaks the camera.
  • Removed feedback buttons from the interface.
  • Fixed issue with menu item growing in size when collided with.
  • Increased distance between name and score in Leaderboards displays to give more space for longer names and added cut-off points for the tighter Leaderboard displays.
  • Fixed an issue with shortcut icon resizing on desktop.
  • Freshened up Loadingscreens.
  • Added videos for different weapons to the Weapon Selection.

Classic:
  • Fixed bonus level 1 as when the player was standing still the colliders on the walls weren't getting triggered.

Macro:
  • Added Macro achievements.
  • Adjusted the points popups from killed enemies in Macro to be a bit larger and longer lasting.
  • Made the boss in level 3 slightly easier.
  • Fixed an issue with the score overview display being misaligned.
  • Adjusted a few enemies in level 2.
  • Increased spawn rate of enemies starting at level 1.

Thanks and see you on the leaderboards!

Best,
Ruud Koorevaar - developer of Zenzizenzic
Zenzizenzic - bitHuffel
Hi all,

Here's a quick announcement listing the patch notes for this final patch before release. It mostly covers small fixes, nothing too major, but all to ensure that we have a smooth launch with a solid version of Zenzizenzic tomorrow! Read on for the full notes.

Also, I will be regularly streaming Zenzizenzic over the next few days and handing out Steam keys over at http://www.twitch.tv/bithuffel! Be sure to follow and come hang out when you get the chance.

Global:
  • Fixed issue with movement speed when gamepad and keyboard controls are mixed.
  • Fixed issue with Exit button from Main Menu not responding.
  • Mouse cursor settings in Options works again.
  • Screenshake now stops when in Pause menu.
  • Few issues with Leaderboard statistics not being called are fixed.
  • When screenshake is on max it no longer breaks the camera.
  • Removed feedback buttons from the interface.
  • Fixed issue with menu item growing in size when collided with.
  • Increased distance between name and score in Leaderboards displays to give more space for longer names and added cut-off points for the tighter Leaderboard displays.
  • Fixed an issue with shortcut icon resizing on desktop.
  • Freshened up Loadingscreens.
  • Added videos for different weapons to the Weapon Selection.

Classic:
  • Fixed bonus level 1 as when the player was standing still the colliders on the walls weren't getting triggered.

Macro:
  • Added Macro achievements.
  • Adjusted the points popups from killed enemies in Macro to be a bit larger and longer lasting.
  • Made the boss in level 3 slightly easier.
  • Fixed an issue with the score overview display being misaligned.
  • Adjusted a few enemies in level 2.
  • Increased spawn rate of enemies starting at level 1.

Thanks and see you on the leaderboards!

Best,
Ruud Koorevaar - developer of Zenzizenzic
Zenzizenzic - bitHuffel
The final major content patch before release is available!

This time around you can completely go through Macro as all the content is in there. Furthermore, loads of small fixes and additions can be found in this patch. Read on for the details.

Also, we have a release date! Mark the 23rd of July in your calendars as then the bullet hell will reign down on all! Do note that while the game is in Early Access you can still profit from the 20% discount as the final release price will be 9.99$, compared to the 7.99$ it is now during Early Access.

Here are the full notes:

Global:
  • Fixed an issue with destroyed bullets dropping more point pickups than intended.
  • Fixed an issue with diagonal movement being too fast in Classic.
  • Added various improvements to the interface in the Main Menu in regards to showing leaderboard and achievement stats and on other interface locations as well (such at the endgame overview for when the player has died/won).
  • Speaking of leaderboards, Steam Leaderboards are now fully functional. This means that choosing a name for the leaderboard has been removed as it now takes your Steam account name and only your single best score is registered.
  • Local leaderboards have been replaced by the feature Personal Best scores. This is a single high score that is tracked locally.

Classic:
  • The radius with which you pull in point pickups now increases rapidly when you aren't shooting. This is also indicated by a graphic, which can be adjusted or turned off from the Options menu.
  • Added a subtle graphical indicator for when a powerup has bounced from a wall to show that it will not bounce again.

Macro:
  • The final level, level 5, of the Macro mode has been added.
  • Increased the movement speed of point pickups.
  • Increased the pickup radius upgrade in the Shop in Macro from 10% to 15% and increased the base value from 3 to 4.
  • Decreased the difficulty of the level 4 boss.
  • Added a percentage cost increase to the Gamble option in the Store.
  • Increased the duration of how long the Weapon and Shield upgrade pickups remain floating around before disappearing from 10 seconds to 15 seconds.
  • Added a few environmental objects in level 4.
  • Re-balanced shop costs now that all the content is in place and a better flow of points income can be estimated. Note that this balance is not final, if I were to wager a guess I'd say things are slightly too costly at the moment overall, but it will be refined over time!
  • The critical chance upgrade now starts at 0% but increases by 10 each time it is purchased in the shop, up to 100%.

See you on the Leaderboards!
Zenzizenzic - bitHuffel
The final major content patch before release is available!

This time around you can completely go through Macro as all the content is in there. Furthermore, loads of small fixes and additions can be found in this patch. Read on for the details.

Also, we have a release date! Mark the 23rd of July in your calendars as then the bullet hell will reign down on all! Do note that while the game is in Early Access you can still profit from the 20% discount as the final release price will be 9.99$, compared to the 7.99$ it is now during Early Access.

Here are the full notes:

Global:
  • Fixed an issue with destroyed bullets dropping more point pickups than intended.
  • Fixed an issue with diagonal movement being too fast in Classic.
  • Added various improvements to the interface in the Main Menu in regards to showing leaderboard and achievement stats and on other interface locations as well (such at the endgame overview for when the player has died/won).
  • Speaking of leaderboards, Steam Leaderboards are now fully functional. This means that choosing a name for the leaderboard has been removed as it now takes your Steam account name and only your single best score is registered.
  • Local leaderboards have been replaced by the feature Personal Best scores. This is a single high score that is tracked locally.

Classic:
  • The radius with which you pull in point pickups now increases rapidly when you aren't shooting. This is also indicated by a graphic, which can be adjusted or turned off from the Options menu.
  • Added a subtle graphical indicator for when a powerup has bounced from a wall to show that it will not bounce again.

Macro:
  • The final level, level 5, of the Macro mode has been added.
  • Increased the movement speed of point pickups.
  • Increased the pickup radius upgrade in the Shop in Macro from 10% to 15% and increased the base value from 3 to 4.
  • Decreased the difficulty of the level 4 boss.
  • Added a percentage cost increase to the Gamble option in the Store.
  • Increased the duration of how long the Weapon and Shield upgrade pickups remain floating around before disappearing from 10 seconds to 15 seconds.
  • Added a few environmental objects in level 4.
  • Re-balanced shop costs now that all the content is in place and a better flow of points income can be estimated. Note that this balance is not final, if I were to wager a guess I'd say things are slightly too costly at the moment overall, but it will be refined over time!
  • The critical chance upgrade now starts at 0% but increases by 10 each time it is purchased in the shop, up to 100%.

See you on the Leaderboards!
...

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