Level 21 is a level with a new design , instead of a flat terrain you climb up a building instead. Floor after floor until you make to the top, that has turrets and traps trying to stop along the way, also introducing a new difficulty...
New Difficulty, Extreme
The new difficulty isn't that different from "Very Difficult" as the only difference being that avoiding the obstacles in the stage isn't as easy, meaning that you have to face them, also introducing a new weapon...
New Weapon, Shotgun
This new weapon is the first of many... The shotgun can destroy anything in one shot, mainly used to defend yourself against turrets, that has a one second cooldown and a long range...
Extra Stuff
Level 3 has an attempted fix to get players not from flying out of the map
You can now pickup bombs by pressing "E" on your keyboard
Weapon System has been in a lot of players' feedback, for three reasons:
1. When you invested a lot in a weapon, you don't want to change it, even if it has a "higher quality"; 2. It's very tedious to change weapons, even though you can unload all runes at once, but you still need to equip it one by one; 3. At the end of the battle, you not only need to claim 3 runes, you also need to upgrade the weapon of every character, it's just too much things to do.
That's why I made the following changes: 1. Moves will no longer bind to Weapons, they will be linked to your Champions from now on. Weapons still exist, but they only serve two functions: 1. Provide you new moves (same algorithm as before); 2. Gives you higher tier Moves after you switch to a higher tier weapon. I believe this change would make new weapons more usable while maintaining reasonable deck growth. And you no longer need to swap out all your moves. Even though the old system gave players more choices at early game, but the core of "deckbuilding" is to build your deck step by step, instead of swap the whole thing out in one go. 2. Now you can only pick one character to get a new move, instead of all. As a compensate, I'm introducing a "Transform" system, you can now transform your moves into a random move of the same or higher quality. Transform will also be free when you can upgrade your move for free. The purpose of this change is to reduce the choices you have to make post battle. Although it affects your deckbuilding to a certain extent, but I believe "Transform" will help alleviate that a little bit. After all, the core of the game is rune customization. 3. Limiting the move upgrade count to 6. In the meantime, the naming convention for your Moves are now changed: your Move's upgrade count is no longer a Roman Numeral, instead, it will show as a progress on the left side of the card. Strike I and Strike II now means they are of a different tier (Tier C Weapons give Strike I, Tier B Weapons give Strike II). The purpose of this change is to make moves more intuitive, and higher quality moves more useful and attractive.
Along with a QoL change: You can now dismantle or switch the gear you get post combat in the result screen.
Other changes are as follows: 1. The Essence you get for dismantling runes are reduced by halve. The purpose of this system is to remove the runes you don't want, instead of changing all runes to the ones you want; 2. Reinforcements and Strong Foe will wait for 1 turn when they entered the battle field, to give you time to react; 3. Augment "Summoner" will now only draw 1 card (too OP).
August came and went, my first month technically doing gamedev full-time! Both exciting and terrifying :'D
APICO 3.0 Coming Soon
Unless you’ve been living in a pineapple under the sea, you’ve probably seen that the APICO 3.0 update, aka, What Lies Beeneath has been announced as coming soon! Bee sure to check out the new trailer!
Now that we’ve got 4 different games being juggled about, it’s impossible to manage 6 different accounts on each platform (we know, we’ve tried)
We’ve now combined all games into a single TNgineers account on each platform, so be sure to follow to not miss anything! (Tiktok, Twitter, Instagram, Steam)
So that’s a wrap on August, bee safe and we’ll see you next month!
August came and went, my first month technically doing gamedev full-time! Both exciting and terrifying :'D
APICO 3.0 Coming Soon
Unless you’ve been living in a pineapple under the sea, you’ve probably seen that the APICO 3.0 update, aka, What Lies Beeneath has been announced as coming soon! Bee sure to check out the new trailer!
Now that we’ve got 4 different games being juggled about, it’s impossible to manage 6 different accounts on each platform (we know, we’ve tried)
We’ve now combined all games into a single TNgineers account on each platform, so be sure to follow to not miss anything! (Tiktok, Twitter, Instagram, Steam)
So that’s a wrap on August, bee safe and we’ll see you next month!
August came and went, my first month technically doing gamedev full-time! Both exciting and terrifying :'D
APICO 3.0 Coming Soon
Unless you’ve been living in a pineapple under the sea, you’ve probably seen that the APICO 3.0 update, aka, What Lies Beeneath has been announced as coming soon! Bee sure to check out the new trailer!
Now that we’ve got 4 different games being juggled about, it’s impossible to manage 6 different accounts on each platform (we know, we’ve tried)
We’ve now combined all games into a single TNgineers account on each platform, so be sure to follow to not miss anything! (Tiktok, Twitter, Instagram, Steam)
So that’s a wrap on August, bee safe and we’ll see you next month!
August came and went, my first month technically doing gamedev full-time! Both exciting and terrifying :'D
APICO 3.0 Coming Soon
Unless you’ve been living in a pineapple under the sea, you’ve probably seen that the APICO 3.0 update, aka, What Lies Beeneath has been announced as coming soon! Bee sure to check out the new trailer!
Now that we’ve got 4 different games being juggled about, it’s impossible to manage 6 different accounts on each platform (we know, we’ve tried)
We’ve now combined all games into a single TNgineers account on each platform, so be sure to follow to not miss anything! (Tiktok, Twitter, Instagram, Steam)
So that’s a wrap on August, bee safe and we’ll see you next month!
Added Lovense integration to the lewd intro animation.
Added VA moans by PixieWillow for Karen in lewd intro animation.
Added Lovense Integration to the Roast and Spit minigame.
Added Lovense support for User Interface (hover and click have vibration).
Added Improved Lovense support for the Bar Gloryhole minigame.
Added Lovense vibration during normal dialogue.
Added Bullet Vibrator equipment item that can be bought in the gear shop. This item enables you to set a constant vibration strength of connected lovense toys.
Added a dialogue chat history UI that displays what was recently said in a dialogue across multiple dialogues.
Added a new addition to the mission UI to prominently display the main story mission that you need to do in order to progress, this will always be displayed at the top of the list for clarity.
Added a small label to the Skip button in combat to prompt you to hold the button down.
Added Klaus, HQ, and Florian Rusher dialogue sprites.
Added a new option to select which seasonal event you want to be active.
Added pre-time skip HQ and fixed typos in the dialogues.
Added nude dialogue when you enter the stage in the bar
Modified Unity Engine version to 2022.3.7f1.
Modified gallery pinup UI to have a nicer variant selector.
Fixed a crash in the bar bathroom during the no-badge scene.
Fixed a ton of typos (thanks Prisoner416 for all the submissions).
Fixed bugged Lovense integration in some of the scenes in the streetwhore ending.
Fixed a bug causing the minimap to not close when pressing the keybind to close it.
Fixed a bug where the camera would detach from Jenna after losing the gigabrain fight.
Fixed an issue with some missions not ending themselves properly.
Fixed an error that would occur when the game is being closed.
Fixed a ton of typos in scenes.
Fixed various interactions when you wear guard armor.