We will be competing on 15 of the 72 level submissions from the Gravity level contest held earlier this month. You can checkout all submissions on the Steam Workshop!
The rooms will open around 10 minutes before the event starts and is scheduled to last around 2 hours (7 minutes per level) with a rest period half way through. The first timed level will begin on the hour (~10 minutes after rooms open)
The leaderboards in all rooms will be tracked and will be combined into a single overall leaderboard post-event on https://zeepki.st/super-league!
Top 3 with the most points will receive a special racing helmet IN-GAME, a Discord role and 3,000 chat EXP in our Discord server!
Who can join?
The Super League is open to all! Open Zeepkist and hop in to one of the Super League rooms hosted by Akane (Timeslot 1) or Socks242 (Timeslot 2). Rooms are filled on a first-come-first-served basis.
Look out for the following rooms hosted by either Akane or Socks242:
Zeepkist Super League: Gravity (1)
Zeepkist Super League: Gravity (2)
Level Contest Community Vote
After the Super League event, we will be opening the community vote to everyone on Steam and our Discord server. You will be able to pick your 3 favourite levels from the City theme!
Perfect Team fans are abuzz about the new, second set of Negro Leagues cards and missions!
Some of the greatest players ever are brought to Perfect Team 24, with stunning speed, incredible versatility, otherworldly power, and extraordinary pitching. Ranging from Iron to Perfect - and everything in between - these cards are sure to transform all of your different league and tournament rosters.
Cards are in packs now, with special mission rewards as well!
Welp it's here, we've FINALLY finished the 2.0.0 update.
Additions
- Money system -- Various Skins now cost "pings" -- You start off with about 1000 pings, which is enough to buy every single skin -- Deluxe Edition SHOULD give you 1000 extra pings
- 8 new colours
- Option to disable/enable controller input
- Added control settings to the main menu
- Re-added the "default" ball skin -- We're not sure why it broke
- Added Survival Game Mode -- More information on the docs site
- 3D toggle in the game settings -- Turns on the 3D Game Mode -- Currently has no "gimmick" other then being a "Bumper POV" view ---- for some reason though, you can break out of bounds by just moving upwards. ------ ;)
- Added some Easter Eggs -- Hinted to at least one in this very changelog -- Moved "HSG" to behind the camera
- Started work on content toggles
- Added a Game Mode menu to the Main Menu -- You can select either "Advanced" or "Survival" -- Game Modes will load after clicking "Start"
- Started work on the theming system --Not accessible within this version, but SHOULD be live in a basic form next update
Changes
- Colour Selector has been changed
- Changed the Game Scene -- Background has been changed -- Added a second camera for the 3D Game Mode
- Adjusted the volume of background music -- Should no longer burst your eardrums when you load the game
- Updated how changing settings works -- Most setting changes save to Player Prefs and SHOULD persist between loads
- Changed how skins work slightly -- Now have a "price" value even if free
- Removed the "Legacy" and "Legacy Multiplayer" options
- Updated various UI elements -- Settings page in all scenes have been refreshed -- Upsized drop-down menus to increase readability on smaller screens -- Some screens now use pagination -- Increased the size of most text elements to improve readability
- Improved controller input All information based on Xbox Controller -- B Button now moves backwards through menus -- LB and RB now move through paged menus -- The REDACTED version of the game should be fully playable once we release it ;)
- Main Menu now uses the new 3D logo
- Sound Effects are no longer muted by default
- Started "unifying" every single menu -- They should all use the exact same HEX value for the background, buttons and text -- If there are any that haven't been updated let us know: lockyzdev@gmail.com
- Started updating all scripts to use Unity's new Input System -- Some features do not use this new system yet and will HOPEFULLY be done next update
Technical Changes
- Upgraded the Colour System
- Game now detects what platform it's running on and changes the default settings
- "Player" now pauses when the game is not in focus -- So when you tab out, in the middle of a game you won't lose like 50 points to the AI, or get killed by the enemies in survival
- Chance of activating a powerup is back up to 10% -- 1% made it almost impossible to use powerups
Bug Fixes
- #0000008 Text popup when ball doesn't need to be reset - #0000012 Ball drifting after wedge - #0000011 The buttons in the pause menu don't work - #0000006 "Slava Ukraini" text outside of box - #0000014 Audio Settings doesn't open - #0000007 Final "S" in Settings on the menu - #0000013 Skins and Paddles unequipable
We just wanted to share the fantastic news with you that our new game Go-Go Town! has announced, as part of Wholesome Direct 2023, that we will be doing a Playtest on 3rd July.
Jewel Match Aquascapes Collector's Edition - Ludoor
After playing a bonus level, it was possible in some cases for the game to select the wrong map. In that situation, the player would see level 121 as the current level, even if they had not reached that level yet.
Build a level that has players racing underwater or amongst marine life.
Looking for ideas? How about a track that weaves through a vibrant coral reef; take players to the depths of the abyss; build a track around a sunken shipwreck; or discover the lost city of Atlantis!
DEADLINE
Your track should be complete and submitted by Sunday, 2nd July 2023 at 18:00 UTC+1
Submissions will be combined into a single workshop item after the deadline above
SUBMISSION RULES
You can only submit one level (you can modify or replace your submission as much as you like until the deadline)
Level collaborations are permitted (this counts as a level submission for each individual creator)
The name of the level MUST start with "ZSL - " (e.g "ZSL - My Level")
LEVEL RULES
Scaling track pieces is permitted
Level MUST follow any theme requirements set
Level MUST be under 4000 blocks
Level MUST have an author time above 30 seconds
Level MUST have an author time under 1 minute 30 seconds
Level MUST have at least 2 checkpoints. Consider adding additional checkpoints for split timing or where it would prevent a cut, as cuts do not make for good tournament tracks!
Level MUST NOT have hidden finishes/shortcuts (e.g using no-collision or invisible blocks to hide a secret path that is NOT the intended route)
Don't have Discord? You can submit your entry by linking it in the Steam forum thread for this announcement!
WINNERS & PRIZES
Up to 15 of the submitted levels will be used for the next Zeepkist Super League event
The community will vote on their favourite maps from the theme after the ZSL event
Top 3 in the community votes for Best Decor and Best Track Layout will each win a special hard hat cosmetic in-game. Discord users will also get a `Level Contest Winner` role and 3,000 chat EXP in our Discord server.
BANNER CONTEST
We're also hosting a themed banner contest for our discord server banner image!
Effects of Disaster Cards apply to all game modes.
Total level of Disaster Cards increases the number of Coupons earned.
Weapon Gilding
Unlocked after completing Chaos Mode level 1.
Consumes Coupons to gild unlocked weapons.
Gilding a weapon makes it appear golden in the game and increases Coupons settlement by 2%.
Ban Car
Available when the number of unlocked cards exceeds 40.
Baned cards will not appear in the game.
Card pool must have a minimum of 40 cards, with at least 10 cards of each level.
General
Modified the damage calculation formula: Card effects related to damage are now influenced by the weapon's damage multiplier. High damage multiplier weapons can receive more damage bonuses from cards.
Optimized the health bars of elite enemies.
Fixed occasional damage overflow issues.
Maps
Increased the growth curve of enemy health in Chaos Mode and lowered the speed growth curve.
Armor no longer resets when Chaos Mode level increases.
Absorbs coins dropped throughout the map when Chaos Mode level increases.
Increased rewards multiplier in Chaos Mode.
Bomb item damage and range are no longer affected by cards and won't trigger card "Chain".
Reduced the health of Elite Slimes.
Reduced the health of Giant Bird Boss.
Increased the health of Death Knight Boss.
Increased the health of Vampire Boss.
Increased the frequency of skill usage and blood-sucking rate of Vampire Boss at higher difficulties.
Increased the health of Fallen Angel Boss.
Increased the dash frequency of Fallen Angel Boss at higher difficulties.
Heroes
Merc starting armor adjusted from 1 to 0.
Bone's maximum hearts reduced from 3 to 2, decreased energy requirement for skills, and added skill effects.
Tough's energy requirement for skills reduced and added skill effects.
Nerd's energy requirement for skills reduced.
Cowboy's energy requirement for skills reduced.
Cards
Knight's hero card "Heavy Knight" block probability increased from 20% to 25%.
"Barrier" reworked into a common card, now has the effect of having a 50% chance to take no damage when having armor.
"Blood Armor" changed to convert up to 3 hearts into armor.
"Combo" effect changed from +3/+6 to +2/+4.
"Fight back" changed to area damage.
"Second Chance" probability increased from 3%-6% to 5%-10%.
"Fire" damage multiplier reduced from 25%-100% to 10%-40%.
Conrad is in the process of expanding his office to include a Haunted Museum. This museum will house the relics that spirits have attached themselves to. Conrad will soon be able to use these relics with various smudges to perform cleansing rituals, releasing ghosts into the afterlife.
As Conrad completes investigations, he will notice his merchandise shop grow and well as the museum filling up with the various relics and archives found at locations.
This does not pertain to Demons, because it takes a little more work than smudging to exorcise a Demon.
The next several updates will focus on implementing the Relics, Smudges to buy in the S.L.I.M.E. store, and the releasing process. The next update will occur before the end of June and will have all of the Relics available.
Smudges available in the S.L.I.M.E. store and the releasing process update will happen within weeks of the initial Relics update.