The Maze: Humanity - LuckBringer
It’s been a while since the last recap and a lot has happened during the last time, before I continue, I would like to give a shoutout to all the new 🌟positive reviewers🎇!
Thank you so much!





Now I will be talking about the topics below:
  • Next voting form

  • Recap of all updates/bug fixes/improvements

  • New quick updates since last week.


Next Voting Form

So I took a bit more than 2 months working on what was promised, however most of the time was spent adding quality of life and fixing bugs as well, I’m happy that the game is wayyy less buggy than it was a couple months ago.

I would like to make a request now, instead of running a new voting form with all your guys suggestions, I would like to pause that for 1 to 3 weeks so I can add a new Lobby/Login scene, I think it’s going to be really important for the Lore of the game. After that is done, I’ll run the normal voting form. This is all up to you to decide, I will leave the voting form here:
https://docs.google.com/forms/d/1NKVtJGqGrCecjG5yDvg8n0XQtN2AHc2avmQF6s8IlZQ

(REMEMBER TO REACH OUT TO ME IF YOU ARE SOMEONE FROM THE COUNCIL, SUCH AS A CUSTOMER, SUPPORTERS, POSITIVE REVIEWERS, YOUR VOTES HAVE MORE WEIGHT!)


Here are some concept images:



_____________________________________________________



Recap of all new updates/bug fixes/improvements

  • Now it's possible to change Gameplay Settings during Runs, such as setting the grab item mode to toogle or hold, blood, haptics and character voice/grunts.
  • Made the in game menu bigger and easier to read.
  • Part of the blood stream liquid physics after destroying opponents body parts seemed to be "attached" to the opponent, moving in an unnatural way.
  • Improved stabbing opponents, sometimes opponents will still glitch a little, specially while trying to get up while being stabbed. However now if you stab an opponent, it will stop whatever they are doing and after a while they will move away from you while removing the blade from them.


  • Also wherever the opponent is damaged, they will put their hands on the wound, giving a realistic feedback.


  • Made opponents run faster towards players and spawn closer, so there will be less delay of opponents coming towards the players.
  • Increased damage of stabs.
  • Decreased amount of information sent through the network when first starting the game, decreasing the lag.
  • When there were at least 2 players playing, sometimes the lights would turn off, or if the Host left the server, the lights wouldn’t turn at all. That was fixed.
  • There will always be Scouts in the Maze now, even after a Wave. So Waves can always happen until the player can manage to Exit.
  • Made opponents body parts more resistance, except the Head.
  • Added customizable sockets/pockets position.


  • Fixed blood stream being stuck in the air.
  • Improved network items bugs.
  • Fixed other player hitting opponent and not showing hit or sound effects.
  • Fixed voice chat being able to be disabled however not being able to be enabled until the scene changed.
  • Decreased Spider health by 80%.
  • Fixed players being able to drop items in other players sockets.
  • Fixed when creating a new character, the avatar would appear with the same colors of the previous character, however if player did not select any colors, then it would just create a new character with the standard armor colours(red).
  • Made Spiders try to stay a longer distance from the player by 25%.
  • Added customizable graphics. Now you can play around and customize for the best performance.

  • Added volume customization.

  • Fixed spider bugging for non hosts of the server.
  • Fixed game breaking if the host crashed or left the server.
  • Fixed opponents sometimes not getting up after getting knocked down or getting up, falling down and getting up again for non hosts.
  • Fixed stabbing opponents sometimes dealing zero damage.
  • Added First Aid Kit tutorial to the Tutorial Room.
  • Added translation for a few words.
  • Optimized items to decrease CPU usage.
  • Optimized information sent through the Net so it will lag less by a lot.
  • Added Half-Sword technique.


  • Cooler grabbing system.

  • Fixed Shotgun Pump sometimes not pumping bug.
  • Fixed hand angles to fit more with the players real life hand angles.
  • Added option to switch locomotion sides. Making it that the player can move using the RIght controller and rotate using the Left controller.
  • Fixed Tutorial Buttons, now they do not teleport move around once you press them.
  • Made weapons 50% lighter.
  • Fog will slowly change color and intensity according to the Theme area you walk into.
  • Fixed very small sockets not saving position.
  • Added Act 1 Boss


  • Fixed a few weapons being invisible
  • Added new swing/woosh sounds when swinging weapons.
  • Fixed opponents glitching when fighting too close to the player.
  • Fixed katana flying off hand.
  • Synchronized opponent attacks better through the network, so all players will always see the same attack animation, before it would occasionally show different animations.
  • Increased all gun damage by 20%, because sometimes shooting a goblin in the head with a pistol wouldn’t kill it, so it felt unrealistic.
  • Added warning when player is trying to logout during the run, because sometimes player would accidentally go back to the login scene.
  • Twohanded opponents grab the weapon properly when attacking(couldn’t do it for the Boss).
  • Fixed when player 1 would load a gun with a magazine or sight and if they dropped it, whenever player 2 would grab the gun, the magazine or sight would disappear. Finally fixed this!
  • Fixed items sometimes not being able to be grabbed by another player after player 1 already tried to grab it. This too was a very annoying bug.
  • Fixed cocked gun not shooting when another player grabbed it.
  • Fixed shotgun counting as empty of slugs in it if a player loaded it and dropped for another player to grab it.
  • Fixed opponents putting their arms in strange positions when being stabbed.
  • Fixed Act 1 Boss bugging for non hosts of the server.
  • Fixed Act 1 Boss skull rotating when using the ranged spell ability.
  • Fixed not returning to login screen when player died. ( I was testing something and I forgot to change the code afterwards, my bad).
  • Made grabbing indicator bigger.
  • Made player controller collider(what will block the way of opponents), disable for all players, before there would be an invisible collider blocking opponents.
  • Fixed slug making metal noises when colliding with other objects.
  • Fixed opponents standing around not doing anything.
  • Increased volume of the end wave ping noise.
  • Increased opponents' spooked/alert vocal sound.
  • Fixed other player legs animating whenever the player crouched.
  • Made guns magazine/bullets stop spawning on top of guns on the starting room tables.
  • Made melee weapons stop spawning standing on a perfect balanced upward position on the starting room.
  • Put player wrist health bar closer to the wrist.
  • Increased the invisible table lips to avoid slugs falling on the ground for the starting room.
  • Fixed bowling balls not triggering blood particles when hitting opponents.
  • If players or opponents accidentally clip above the ceiling, now will teleport back on the ground.
  • Fixed players able to teleport and walk at the same time after reviving.
  • Added 2 new opponents that are halberd/polearm wielders.

  • Some opponents have a chance of spawning with a shield now, the further the player is in the Maze, the higher the chances of opponents spawning with shields or even bigger and stronger shields.
  • Bullets are now able to penetrate shields, the stronger the gun, the higher the chances of penetrating opponent shields and dealing more damage.
  • Opponents now protect themselves if you aim at them with a gun.

  • Decreased the chances of disconnecting from loading the Maze scene by a lot.
  • Decreased the loading time to 10 seconds instead of 12.
  • Made opponents' bodies fall in a more realistic way after dying(not when getting knocked down, only when dying).
  • That yellow shiny circle won’t show up anymore when players sometimes open the Menu.
  • Melee weapons now are visually represented with the portion of the item you're supposed to grab inside the holster bubble.
  • Increased Shaman Fireballs accuracy.
  • Able to customize hand angle rotations.

  • Fixed players being able to grab weapons and moving even while dead.
  • Fixed only non host going back to login screen after all players are dead.
  • Slowed attack speed so opponents' movements feel less janky, will decrease the speed of other things as well.
  • Increased maximum number of opponents to 8 during the final parts of the run. I managed to remove some unnecessary animations values that were being sent from the host to all the other players in the game

  • Decreased the goblin throwers dust particles amount for their spears because it was causing lag when blocking them.
  • Whenever an opponent would collide their weapon with a wall or the floor, it would always make a damage cooldown activate, making that when the weapon hit the player it would deal no damage, because the cooldown was still active. Made opponent weapons ignore walls and grounds to not trigger this cooldown anymore. This would always happen with the Boss since his sword was so big causing it to always hit the floor first.
  • Fixed the Boss bugging an animation when being stabbed after he reached the 50% health threshold.
  • Boss wasn’t taking damage sometimes, I believe I fixed it.
  • When grabbing some melee weapons with both hands, sometimes the secondary hand would only grab a fixed rotation breaking the immersion, now the angle will be accurate to where the hand placement is.
  • If you grabbed a weapon with both hands and spread your controllers apart, the weapon would jump around a little, this mostly happens with guns, so I made that if the secondary controller is too far away from the grabbing position, it will let go of the gun. Melee weapons don’t have this issue as much.
  • Opponents were still screaming or triggering the wave after being killed after being alerted.
  • Sometimes opponents would get stuck in some pillars at the Ruins area, fixed the opponents path so that won’t happen again.


_________________________________________________



New quick updates since last week.

The stab is a lot smoother now.
Player weapons don’t get stuck as much with opponent weapons.
Smoother body movement for opponents when looking at players and placing their hands on a wounded position.
Disabled the blinking box of where the player is supposed to insert the mag when another player gives a gun that already has a loaded mag.
Opponents do not repeat the same attack anymore in a row.
Thompson cocked bullet wasn’t appearing when player bullet the bolt a little bit.
Fixed spear wilders doing strange hand positions.
Opponents stopped blocking attack after a certain update, fixed it.
Fixed weapon making swing sounds after player walked and stopped walking.
Made opponents more difficult of getting knocked out.


_________________________________________________


I hope you are all working out and eating healthy as usual! 💪😁🍳

Gabriel















Apr 20, 2023
Floating Islands of Nucifera - Odooh
Posted a small update which adds a todo list in the beginning of the game to guide a player to get started.
SAMURAI Survivor -Undefeated Blade- - Dieselmine

◆Game Adjustments
・Adjusted the number and size of enemies that appear in the middle and late stages of the game
・UI and special effect adjustments
・Added highlighting for enemies above Elite rank
・Adjusted the screen shaking effect during a critical strike
・Optimized gamepad support and now fully supports playing with a gamepad
・Adjusted the background music and performance when the boss appears

◆New Content
・Added 【HARD】 mode
・Added 【ENDLESS】 mode
 ※【HARD] and 【ENDLESS】 modes can be unlocked after clearing the 【NORMAL】 mode
・Added 【Settings】 option when the game is paused
・Added 【No aiming mode】
 ※You can switch to this mode by pressing the right mouse button in-game
 ※While in the 【No Aiming Mode】, press and hold 【SHIFT】 to fix your direction
・Added game operation instructions for first-time players
Lost Assassin - A Tale of AI Corruption - KingSaturn
This update is to provide some details on what to expect when we begin the first major phase of our relaunch. We promised an update in Q1 but have decided to hold off a bit longer while we refine the opening stage.

Where to find us:
Official website http://www.littlebyte.com.au
Follow us on socials
Twitter HERE
Facebook HERE

This update will go into some more depth on what to expect with the new relaunched version of Lost Assassin - A Tale of AI Corruption

Enemy AI and Physics



This past month, we have been further improving the enemy AI to feature more responsiveness to the environment. More dynamic 'decision making' on platforms and refinement to the different behaviour modes (idle, patrolling, chasing/engaged). If you shoot an enemy, they will begin to chase you and negotiate the terrain in a more realistic way by jumping and dropping down from ledges.






Level Design and the Prospector Tool - This has been the main focus of late. Our aim is to create an interesting and challenging opening level. Now some solid AI enemies have been created, we are developing a level that makes the most of them. We are also leaning into puzzle platforming elements with some physics based areas that utilise the Prospector Tool to pick up and move items. Since you will not have an arsenal of weapons to begin with, the prospector tool will be your main 'weapon'. Don't worry, there will be plenty of ways to cause chaos.





Humans (early stages of development) - We have been wanting to include autonimous NPCs who will engage in combat with the enemy if they are encountered. So far it's still in early stages, but it looks promising. We will have NPCs as characters in the main story that assist in providing objectives etc.





Shaders and Effects
Refinements and changes to various effects in explosions and pickups etc.


Gems - There are now special rare gems that provide large numbers of gems when mined.

Stay tuned and don't forget to give us a wislist. We are a team of two so it all counts!
Deck Defenders - EmuPanda
1.0.14

This update is required to play.

Updates and changes
- Deck Defenders now uses Hathora for it's server management
- Hathora allows for seamless server scaling and much better latency

Bug Fixes
- Fixed an issue where Stak wasn't triggering it's Bloodlust ability
JR EAST Train Simulator - Development Staff(JR East)
The JR Hokkaido Rumoi Main Line simulator that we recently announced was in production was featured in a HTB Hokkaido TV news program on April 20.

Please take a look at the video of the recording!

Leave the last run of the JR Rumoi Line to the future with simulator software! The camera goes behind the scenes!
*This will take you to the Japanese website.

Time For You - Chapter 01 - zero2herogamessource
Hey everyone!

As mentioned earlier, we're going to have a comment poll to determine which character will be the focus of one of the Time Fragment bonus scenes in Chapter 04. Simply vote by posting a comment with the name of the character you want to win.

Characters in alphabetical order:

Akane
Ellie
Mandy
Selena
Serah
Vanessa




The poll ends on May 5th at 11:59 pm EST. I'll post the winner in the comments after going through the votes.


More news soon, and thanks for the support!

If you haven’t already, follow Zero2HeroGames on Twitter and Instagram for Time For You news and future contests to win some Steam keys! If you’re interested in Time For You BETA releases, Dev updates, monthly lewd wallpapers, and other bonuses, you can get that all at my Patreon or Subscribestar.

Cheers,


ZeroHero
Community Announcements - 路人船长
春暖花开,莺飞草长,这里是小梅,在这样好的季节,船长们别来无恙!大神@gugelong(b站名称:绅士不死于热兵器)的萨瑞防守关卡攻略如约而至,本期讲解的是萨瑞英雄与她的防御塔的属性分析、作战技巧。



大家好,我是绅士不死于徒手,与大家又见面了,我们紧接上次的萨瑞兵种篇内容,这次继续了解萨瑞博士英雄与防御塔。首先出场的是我们的萨瑞博士。

1、萨瑞博士



萨瑞博士本身有4个技能,非常均衡全能,1个输出,1个召唤,1个控制,1个治疗。
核心芯片:



Q技能埋设地雷,威力一般,可以配合E黑洞清怪,一般最后点满。

[/img
W技能可以召唤一堆援兵,援兵数量随着等级的增加而增加,因为召唤出来的部队存在时间比技能CD要长,所以理论上可以无限续杯。



E技能比较离谱,是前中期快速清理杂兵的技能,超大范围的黑洞可以将所有的怪物吸入其中,同时会不断对黑洞中的目标造成伤害,后期还可以当做控制将boss死死地控制住。



R技能可以给予萨瑞博士及范围内兵种巨额生命及能量恢复,以萨瑞为中心释放,这里有一点要注意,萨瑞博士的R只对释放时波及到的单位生效,后面你将其他的部队拉进萨瑞博士的R技能范围中不会获得任何恢复。



T技能是一个额外技能,通过核心芯片获得,简而言之就是可以用来白嫖其他的芯片,不要白不要,一般来说遇到就拿吧。



配合萨瑞boss军械库中购买的普攻每击杀30个目标获得一个芯片(比较废的被动,萨瑞博士攻击了太低了,也就前期手操能刷刷,后期怪萨瑞boss普攻根本打不动)不停的白嫖芯片。



2、基础防御塔
萨瑞博士拥有3种不同的防御塔,但是对比其他防御塔而言,萨瑞博士的防御塔攻击都会惊动周围大范围的敌对目标。

碧冠塔(三级),这个是萨瑞博士新增的防御塔中默认存在的塔,一级的时候可以攻击一个目标,每升一级可以多攻击一个目标,本身攻击力较低,攻击速度也很慢,它的优点在于它比其他的三级塔都便宜,尤其是对于电力消耗极低,而且没有数量上限限制,配合上它的核心芯片可以打打控制补充一下伤害。



核心芯片:



这个防御塔比较鸡肋,绅士在这里就不细说了,用过的人都知道。(滑稽)

3、莱顿之泉



这个防御塔在设定中是镭射的升级版,经过了萨瑞博士的特殊改造,拥有极高的对群伤害,无法建造,只能通过核心芯片奖励获得。

核心芯片:





这两张芯片是唯一获得莱顿之泉的方法,一个必定给一个,一个随机看脸,值得注意的是这里说的是获得所有防御塔的科技加成,也就是说每升一级科技,莱顿之泉可以获得天降+镭射+寻光+防御墙的科技加成,寻光者也是如此。莱顿之泉是萨瑞博士最让人感到离谱的防御塔。



这个芯片让莱顿之泉直接质变,有可能有小伙伴不太了解120码在游戏中是个什么概念,这里绅士给大家展示一下,



120码加上莱顿之泉原本的攻击范围,几乎可以覆盖全图。



再配合上这两张芯片让莱顿之泉可以秒天秒地秒世界,波次怪物还没出出生点就被莱顿之泉秒杀殆尽。



4、寻光者
寻光者作为天降的升级版,与莱顿之泉一样,只能通过奖励获得,但是实用价值却远低于天降,因为它的攻击不是立刻的,它的攻击算是延迟攻击正常情况下,寻光者无法命中它所瞄准的目标。



但是对于虫潮而言它是十分完美的杀虫剂,尤其是在获得寻光者的核心芯片后。



值得注意的是它这个加成是伤害范围而不是攻击范围,这是攻击命中后造成伤害的溅射范围增加3倍,原本无法命中的目标,因为攻击溅射范围扩大了3倍无法逃脱寻光者的攻击,配合其他攻击加成芯片,一炮下去虫潮瞬间清空一大片。

——————我是分割线——————

以上便是新英雄萨瑞博士的英雄及防御塔的详细介绍,接下来我们看下如何使用萨瑞博士通关无尽关卡。

目前来说我已经做过许多尝试尝试,大部分萨瑞boss的兵种都能做到单刷普通无尽,其中砦蛛最为轻松。



寻常的玩法是用砦蛛堵口,其他远程兵种躲在砦蛛身后输出,砦蛛只需要拿到加防御的主动基本就能肉到无解。



还有一种玩法就是前期利用黄蜂快速清空周围近距离的虫子与前十波虫潮,提前刷好防御塔所需要的核心芯片,然后直接转防御塔防守流,用防御塔(莱顿之泉)来防御后续波次,因为莱顿之泉是奖励的防御塔,建造不需要额外花费金钱只需要电力就可以了,钱可以全部用来造黄蜂。(虽然我已经成功做到了用纯防御塔通关,但是开局要求比较极限。)

好了,感谢大神详细用心的精彩分享,现在把话筒交给小梅吧~现在萨瑞生存与防守关卡两种模式的攻略都已经发布,大家有没有什么心得体会,又或是有别的技巧妙招呢?

如果各位船长有自己的攻略技巧、地图创作故事,或是与异星任何有关的一切,欢迎向小梅投稿,各种周边奖品等你拿!


Apr 20, 2023
24 Solar Terms - Gamera Games
Hi everyone,

The 1.04 version update for the game is now available, and we hope that everyone will update!

First of all, we want to apologize to everyone. This is our first time releasing a paid game, and we will do our best to improve on our shortcomings. We sincerely apologize for any bugs and design issues in this version, and we bow to you ( Ĭ ^ Ĭ )!

After the game was released yesterday, we collected a lot of feedback through live streams, player recordings, instant messages, and comments. We are very grateful for this, and we have been working tirelessly to fix many issues overnight. Here are the corrections and optimizations:

[Bug Fixes]
  • Fixed an issue where the camera near the Summer White Dragon could get stuck. (Players who got stuck here can now continue the game after updating, we are very sorry for this issue)
  • Fixed an issue in Autumn where the Hammer worker could be used twice with the hammer, causing the game to freeze.
  • Fixed an issue where the camera could appear abnormal when opening the Qiaoqiao task in Autumn.
  • Fixed a layering error with Spring Flower Girl and Winter Rolling Pin.
  • Fixed a data error when entering the game through the "Season Selection" level after completing the game.
  • Fixed an issue where small games like "Finding Wild Vegetables" and "Drawing Tree Leaves" could crash.
  • Fixed some minor layering issues.

[Content Optimizations]
  • Significantly reduced the difficulty of the "Finding Different Colored Items" game in Spring. (We are very sorry for this and bow to you all)
  • Optimized the random positions of the Spring Rake, Pruning Shears, and Seedlings, as well as the Summer Duck, Frog Mother, Seedlings, and Sickle, making them more noticeable. (Thank you for your hard work)
  • Optimized the collision box for the Autumn Maternity and Cow Pen, making it easier to use items on them.
  • Optimized the logic for obtaining the Fish Scale Stone item.
  • Optimized the artistic resources for Seedlings and Reeds, making them more noticeable.
  • Optimized the puzzle flow for the Summer Water Boiling and Autumn Roasting Duck locations, making their ideas consistent with other puzzles.
  • Optimized the camera flow for the Wu Gang location, making it easier to provide guidance information.

[New Features]
  • Added a "Skip" function for the "Finding Different Colored Items" game in Spring, the Summer Pipe Clearing, the Qin Puzzle, the Houyi Shooting Game, and the Winter Laba Bean Reading game. After a certain number of attempts, steps, or if players get stuck for a certain period of time, they can choose to skip the mini-game and continue the main story. (For those who are stuck, you can continue after updating!!)

    Our team of three part-time workers has taken leave from their regular jobs to continue working hard to correct and optimize the game and ensure its quality. Thank you for your support and understanding.

    Hope you have a good time in the game! Feel free to share your journey and conmunicate with other in the forum, thank you!
Apr 20, 2023
Red Triangle Super Collection - redtrianglegames
I decided to open the year with a fun project, where I essentially remade a Digimon Tamagotchi but put my own unique spin on it. Man, was that fun!



So what makes the RTG version different from the classic v-pet? A lot of it will hopefully feel familiar to people but one of the biggest things I wanted to make sure of was that this could be a single player experience, and I wanted to make sure that it wasn't too terribly long. The game was designed with all of the wacky variables of the original but to get to the final form, it takes a substantially less amount of time.



In addition to the single player, single session gameplay, there are also a ton of forms to obtain. The original had a reasonable amount of forms, but for ours there's just a little more and some of them are even RTG themed. Triangles (Mr. Triangle's Maze and Adventure), Yo-Ghost and Cthulhu (Cthulhu's Paradox), Louis the Goose (Graffiti Goose, MTA, Video Goose), Dinosaur Brown (Surfasaurus). But before I did any of those, the thing I wanted to do most was turn my dog into a beast, and it was too fun to not make his forms the promotional materials. His child (rookie) form is based on him at regular size, and then when he gets to teenager (champion) he starts to get bigger like his personality. His adult (ultimate) form is based on his first Halloween costume, where he was a shark.







As you can tell this game is a big passion project, with a very small scope for gameplay, but in what I hope is conveyed a giant scope of heart.
...