Over the past few weeks, players have shared tons of valuable feedback about the current gameloop. And it obviously has a lot of changing to do. I hope that the July Joust has helped mitigate some of the concerns over the randomness of team placement. Later this week, I plan to include a questionnaire in-game to allow players to share their thoughts on this new mode. However, I also think that a consequence of an autobattler is that critical players may get caught up in analyzing the battles, when in reality, the heart of the game lies in the shop. Originally when I made the shop, I was worried that players would have little agency in making their teams, so I added items like Toprika or Friennel to push back against the RNG. Almost a year later, and now I see that its actually the opposite problem:
Players can make any team they want in any run, and that's bad
In a game like this, strategy is about being clever enough to make a strong team with the limited tools provided, and currently Pixelitos' shop is a little too unlimited. That's why, over the next several weeks, I plan to introduce a New Wave of Pixelitos. The main reasons for this is to achieve the following:
Add variance to the shop, forcing players to improvise more in teambuilding
Introduce new abilities that allow for a wider variety of strategies
Encourage replayability, so that Pixelitos not obtained in one run may allow players to consider them in a future one
For now, these will be treated as an experimental set, and exclusive to event modes.
FOR PLAYERS: This is where you come in! Since we are adding new Pixelitos, I encourage everyone to share your ideas. Feel free to share here in the Suggestions Forum, or on the Discord server. I cannot guarantee every idea will get in, but the best ideas will be credited in-game as your Pixelito. Keep in mind that we won't be adding new types (yet), so keep it to the current 7. I can't wait to see everyone's ideas.
ACGT Four Horsemen: Accuracy 16.9° → 22.5° (yes, this one lost Accuracy).
ACTT Anti-Air Torpedo: Accuracy 16.9° → 12.3°.
⏩ PERFORMANCE
Much less of a performance hit from Area weapons when Damage Numbers is on in SETTINGS.
Various minor performance tweaks… And I enabled some multithreading setting in Unity, hard to tell what difference it'll make.
Look, I know - the game demands unusually high CPU/GPU utilization for what it is. You can thank my inexperience with Unity for that. I'm working on improvements but, well, it's tough. I'm sorry to the players that can barely run the game - wish I knew what to do to change that. Maybe I'll figure something out eventually though, haven't given up on improving performance.
🔄 CHANGES
The popup on the RESEARCH menu telling you that you can change cursor, crosshair, heat style and barrel light in SETTINGS now goes away when you actually change one of them as opposed to simply entering SETTINGS after one has been purchased.
Area damage numbers are a bit smaller than others now.
Damage numbers in general are easier to make out.
It's stated on the buttons for purchasing the Funnel perk and Spyglass turret what they are (since it's not really clear considering they're on the "Miscellaneous" page).
(turret) Jester: No longer immune to Lava Damage.
🔨 FIXES
(turret) Fortress: I meant to set its Firerate from -30% to -25% last update but forgot - it's set now.
Weapon Accuracy in the ARSENAL menu (not the one you see when paused mid-run) was incorrect if your selected mode was Shmup.
(turret) Boomerang: Fixed Bounce causing projectiles to have less Range (again).
(turret) Boomerang: Fixed Hitscan weapons having double Range.
The "Range +100% to weapons with Bounce" turret mod now also affects Hitscan weapons with Bounce.
(turret) Helios: Weapons CGT Splitzooka and CGGT Splitter Spitter would sometimes deal no Damage with their projectiles.
Burn damage would be much lower if things like flak pellets hit a microbe instead of the main projectile.
There would occasionally be a 1-wave delay for Health Max or Shield Max changes to take effect when replacing a turret mod that affected those stats.
In this demo version players can play all the game content in the official version, but the time to open the game in a single session is limited to 1 hour. The lucky winners of https://www.sgfun.top will be able to extend the trial time! Thank you for your interest!
We've got a buffet of fixes and tweaks for you to feast upon:
General
Updated artwork of event beacons; hopefully it’s more clear that they are an overhead indicator instead of something you trigger on the ground. Give us some feedback!
Updated prop artwork for Franken spiderling experiment event
Mouse Sensitivity was represented as a single slider; we have split it into both vertical and horizontal settings so you can configure more closely to your liking
Renamed FrankenDropShip -> Glizzie Glider
Added SFX to Gobble Gazer
Balance
Reduced spawn rate of Gobble Gazers near harvester arrival
Increased cooldown between heavy Glizzie Gliders arrival by 50% near harvester arrival
Decreased health of Glizzie Glider 5000 -> 3000
Movement Abilities
Overall reduced cooldown of movement abilities that provide no additional benefits
Reduce cooldown of Slide 8-> 4
Reduce cooldown of Dash 8 -> 4
Reduce cooldown of Explosive Dash 8 -> 6
Reduce cooldown of Vanish 8 -> 6
Leg Meats
Overall passive movement speed has been improved on all legs except for the starting Rangus Meats
Reduce jump height bonus of Meat Zord legs 250% -> 100%
Add 50% movement speed bonus to Meat Zord legs
Remove swim speed jump height bonus from Meat Zord legs
Reduce jump height bonus of Muscle Man legs 140% -> 80%
Remove swim speed bonus from Muscle Man legs
Add 15% movement speed bonus to muscle man legs
Add 10% movement speed bonus to Shark Legs
Add 10% movement speed bonus to Octopus Legs
Add 15% movement speed bonus to Spider Legs
Bug Fixes
Fixed an issue where opening the console and closing it with the mouse will no longer remove your ability to control your character
Fixed an issue where disconnecting and rejoining a game wouldn’t grant you currency awards and the rewards screen would display broken information
There is a known bug where the character's momentum may carry them outside an NPC trigger box while activating a conversation. This can occur if the character is running and the interaction command is pressed to start a conversation, with the character's trigger box only slightly overlapping the NPCs trigger box. Then the character's momentum carries them slightly outside of the bounds of the conversation trigger box.
This appears to happen very infrequently, but if you run into this issue please pause the game [ESC] and restart the level. Your items should be saved in the games state which acts as a temp save file while the game is active.
Thank you for your patients while I figure out the best way to approach this issue!
In celebration of the 2nd year of Rock Life's Release, we would like to announce that Rock Life: The Rock Simulator is now available on the Google Play Store as of... now!
The orphaned survivors from the Empire were taken in by the compassionate Solaha priest, "Ron," and were sheltered in an orphanage called "Azure." More than 20 years later, the orphans, ridiculed as "LOSERS" and facing discrimination, lived quietly in a corner of Solaha in poverty.
One day, while secretly searching for the Empire's heritage, orphan Niina encounters a "demon," believed to be a survivor of the war, in an unexplored cave. At the same time, various incidents unfold, gradually devouring the orphans’ daily lives...
SRPG(A "Cleared Space" feature allows you to avoid SRPG combat if you prefer.)
100 scenes
20-40 hours of gameplay
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