Dofense - bluemathsoftware
Hi all,

How are you doing? Happy April Fool's day!

Finally it's here. The ultimate Boss!

The Demon hand



In the past iterations of this game, I had implemented a certain kind of mechanism for the enemy to destroy tower. It was usually in the form of some big enemy that will go around killing the towers. Recently when I wanted to implement the same functionality I tried to think how it could be made fun and how it could serve multiple gameplay purposes. That's how the Demon hand was born.

A restless hand roams around the map doing things on whim. One of them is trolling the towers. It takes fancy to a certain tower. It will approach it. Ponder for a few moments making up its mind. If it doesn't like the look of the tower, it will turn into a fist and crush the tower in an instant. This may destroy the carefully crafted maze of yours, thus leaking a flow of enemy to your precious cores at the most inopportune moment. But the hand may as likely loose all the interest in the tower and spare you the agony. Who knows!



But that's not the only thing it's good for. Whenever the enemy gate you are attacking is about to fall, it issues a rescue call to any demon hands that might be listening. Yes, this hand is also a good listener. Upon receiving such a call, the hand will drop everything that it's doing and will fly to the rescue of the gate. It will carefully lift the gate up and relocate it somewhere else.



The gate will be restored to its full health. Its enemy waves will be reset too. Now you will have to kill it all over again. But as it nears to another explosion, it will again call the hand for rescue and will be rescued once more. Unless... you have already destroyed the Demon hand.

This Boss has added several key aspects to the gameplay than just adding to the difficulty.
  • As you will find out, there are multiple strategic solutions to winning on such maps. Sometimes, you have to kill the hand first. But other times you have to kill the gate even though it will be rescued by the hand.
  • You have to build a more resilient maze that will have some redundancies. This way when the hand crushes some of the towers, your maze won't leak the flood of enemies right away. A more robust plan, will give you time to repair the damage done by the hand.
  • Without the Hand the gameplay has a "rushing" kind of quality to it. The enemy waves keep getting stronger and stronger. You have to destroy the gate as soon as you can. However with the introduction of the gate rescue and respawn mechanism, the enemy waves reset. This lull in enemy action opens up new strategic opportunities.
  • For every match there's a minimum number of cores that you have to save in order to win. However that number is not very meaningful so far. This is due to the ever-increasing intensity of the enemy waves. Even if you are required to typically save 4 cores, as soon as you loose one or two cores the energy production reduces. In many cases this leads to eventual defeat. It just takes longer. However the gate respawn and reset fixes this flaw. Even if you loose a few cores and your energy production drops, the gate might reset next and you will get another chance to gain upper hand. In the maps with Core Mint, you can even replenish the lost cores.

That's all I will say about the new Boss for now. You will have to try it for yourself to really understand the new tactical layers that it adds.

There are 3 new levels in Sector 2 that feature the Demon Hand. Check them out.

Other changes
  • 2 new levels were added in Sector 1. "Merry go around" - This is a more fun level that introduces the player to Pyro tower. "Jumping Jack" (a new level that uses the old name), that introduces the Worm enemy for the first time.
  • Some levels were revised to highlight the new mechanic they are introducing. ("Honey Squeeze" that introduces parachutes, "No straight lines" that introduces the Rollers, "Deer head" with more sprinters in it)
  • Fixed the editor brushes for water, lava and hard ground, so that the preview of tile being drawn is rendered correctly
  • New VFX for tower destruction. There are now 3 ways in which a tower can get destroyed - 1) you can manually reclaim them 2) creep can flood them 3) Demon hand can crush them. For each case, a special VFX was added that fits the cause of destruction
  • Extra creep - A map can now have extra creep. Until now the creep was only sourced from the emergence of enemy gates. But now there could be some extra creep on the map. You will find a new brush in level editor to draw the creep. This could be put to more creative uses than you think.
  • The creep health parameter is now specified per level, instead of per enemy gate. This was required in order to implement the extra creep feature.
  • Added maxOverseers slider to the level. (Overseer is the eye in the sky that spoils the towers)
  • Reorganized some sliders in the level editor to make better sense.
  • Updated the discharged battery color in Core Mint
  • Healing effects now douse fire
  • Updated skydrill cursor with a hex shape
  • Performance improvements - After some profiling I discovered some expensive segments of code running every frame. It was the code in Worm's hop analysis. It was causing FPS drop every time the worm would hop. It was introduced in the new path finding library introduced in last build. It was fixed. Moreover some other algorithmic changes in enemy movement helped improve the overall performance.

This feature took a bit longer than I thought. But I managed to do some more bits besides the main thing too.

This was the final game mechanic that I wanted to add. Now I'm going to focus on more level design. So you expect new levels in next few weeks. I've also made some progress on Steam workshop. Coming month is going to be exciting as Dofense comes near to the final release.

Stay tuned. Play the game. And let me know your suggestions.

Have a happy weekend everyone.
Cheers!

Apr 1, 2022
Dimension Quest Pinball - D.H. & Polly
Tired of getting the same experience with every chapter? Worry not, we at Team Decaf have revolutionized pinball with the joke NOBODY has EVER DONE BEFORE: Squares!
Apr 1, 2022
IRON REBELLION - dragonsnacks
Apr 1, 2022
Nightmare Reaper - itburnb
- Change to reduce screen shake for 240+ framerate limit setting.
- Change to prevent issues with monitors where max resolution and native resolution don't match.
- Change to rebalance elite life.
- Fixed crash when going in the options menu with outdated graphics drivers.
- Fixed issue where tutorial door wouldn't open if you killed enemies from outside the room.
- Fixed crash when starting a trainer battle in topaz tree with an early access savegame.
- Fixed very rare crash with puzzle trap cube.
- Fixed issue where all secrets achievement wouldn't unlock if you let the end animation play out.
- Fixed issue where tutorial cube particles would appear after the cube was destroyed.
- Fixed issue where you could unlock toxicity achievements in level you get the cartridge in.
- Fixed color settings not being applied correctly on savegame change.
- Fixed issue where the level end easter egg would prevent you from getting a minigame cartridge.
- Fixed impassable door in the forest levels.
- Fixed impossible to open door in the empty challenge room.
- Fixed missing sounds for village boss and exploding tentacle enemies.
- Fixed infinite loop when pressing other minigame key when entering fight in topaz tree.
- Fixed typo in credits.
- Fixed issue where poison staff and consecrated whip explosive attacks would do too much damage.
- Fixed issue where chain cutters wouldn't be visible at first.
- Fixed issue where you could access an invalid area in the factory levels.
- Fixed issue where dance machine wouldn't register gamepad.
Conrad Stevenson's Paranormal P.I. - D&A Studios
- Added mouse controls for using equipment.
- Updated HUD to support mouse changes and previous Temp Sensor changes.
- Corrected "lights out" voice acting lines at the beginning of the game, they now will turn off when voice asking is disabled.
- Adjusted Demonic Ghost behaviors.
- Corrected Collision setting on Player Character which was causing undesired effects.
- Corrected the player character's inconsistent voice lines while performing an EVP Session.
- Added some content on Polk St. (Sorry no spoilers).
- Adjusted opacity of the glass for pictures in the office.
- Adjusted scaling issues associated with different screen resolutions and user interfaces.
- Added minor set dressing to Polk St. and the Office
- Reduced player character's walk speed by 30%
Angels Cove - CG Cowboy
Lighting Fixes

Gameplay enhancements
How to Take Off Your Mask Remastered - ROSEVERTE
How to Take Off Your Mask Remastered now supports Italian, which means it now has 10 languages, makes it as one of the most translated otome game.
Thank you very much to Maria Luisa Piemontese for the translation help.

https://store.steampowered.com/app/1815750/_/

Other bug fixes in the newest version:
- Fixed some "BACK" text which is showed only half on Spanish and Portuguese.
- Fixed right click sometime also works as left click inside the in game menu.

I hope you to enjoy the game and please let me know if there's any other issue.

Super Life (RPG) - klickink
Super Life continues in my new game 'Franchise Lord'! A franchise management sim set in the world of Super Life. This game was born at the request of the fans in the official Discord Server. With this next entry on the horizon, I thought I could use some of my new art to make minor adjustments to 'Super Life RPG'!

Wishlist 'Super Life Franchise Lord' on steam:
https://store.steampowered.com/app/1828320/Super_Life_Franchise_Lord/

Highlighted Changes
1. Updated fast travel locations for all jobs

Updated Items
1. Added possible meatball spaghetti 'Possible Pasta' at Luigis!
2. Updated pill bottles (Energy/Sleeping/Heart/Adderall)
3. Added 'Big Stack' to Angus McBangus menu
4. Added new subs and chips Slimmy Sam's and Sub Bae
5. Added more chip types to vending machines
6. Added brownie to Tegrity Farms

Bug Fixes
1. Fixed rock potion bug
2. Fixed Stadium Collison
3. Various other reported issues
Apr 1, 2022
Telepath Tactics Liberated - Sinister Design
No fooling: it's another update! New in this one:

-- the character creator now loads all available classes dynamically--including promoted and custom classes!

-- the character creator now handles promoted classes correctly, leveling stats and gaining abilities as though the character had reached the minimum required level for the promoted class.

-- the character creator now displays a preview of the default rest sprite for each class while mousing over it.

-- apparently it is possible to defeat Fera in the bandit fortress entrance; I've added an achievement for that, plus some dialogue acknowledging the feat (while also preventing Fera from actually dropping her inventory there, as she'll still be showing up in the next scene).

-- the layout for Coria Dogs - Basement now scales in difficulty above Soldier level.

-- the layout for Battle with Tarion now scales in difficulty with the chosen difficulty level.

-- you can now select battle layout difficulty as part of custom difficulty options.

-- fixed: walls were inappropriately spawning inside the treasure rooms in Battle with Tarion.

-- fixed: if a terrain tile modified resistances for an element and a destructible object on the same space also modified resistances for that element (e.g. Heat resistance with an ice bridge over water), the game would recursively add those resistance modifiers together without end.

-- fixed: the Disarmed status effect didn't do anything. It now causes the target's equipped weapon (if any) to become unequipped.

-- added Disarmed status to in-game documentation.

-- updated full class descriptions for the prestige assassin classes as well as the short description for the Drake.

-- fixed: for destructible objects and classes without a description, the character screen would display the description of whatever the last class with a valid description was instead of leaving the description blank.
Apr 1, 2022
Psycho Crab - Super Walugus Grudenburg - BLM
-Cleaned up barn area.
...