Today, we are presenting 「SUPER METBOY!」, which has been positively received and is currently available on Nintendo Switch and STEAM!
In this issue of SUPER METBOY!#2, asaba aki from REBUILD GAMES will be presenting the「character introductions」!
METBOY
Here is the protagonist, METBOY. They have standard abilities and are easy to use! METBOY is the standard of all the characters. Other characters were added while summing up the differences in METBOY's abilities.
METGAL
METGAL has shooting and homing abilities, which is recommended and intended to be selected for beginners!
METBOMBER
Detonation shots that can hit the enemies in one blow! METBOMBER was released to give a sense of change in playability, as their shots are parabolic and detonating.
METNINJA
Intended for those who boast of speed and want to move quickly! METNINJA was prepared for advanced players that regard the importance of reach and close combat. Changes to their movement were made instead of their shooting abilities.
METKNIGHT
METKNIGHT is the first character that boasts of the ability to penetrate attacks. They can cancel the enemies' attacks and damage enemies in crowded spaces. METKNIGHT is METBOY's rival, and there are regrets about not diverting that into the game.
METVIKING
METVIKING can attack enemies from above with their parabolic hammer. Personally, METVIKING's attack reminds me of hammer attacks in retro games, so that kind of attack action and character was added to the game.
METSNIPER
METSNIPER has a beam shot that fires bullets rapidly. The shot is long distance but thin, making it difficult for advanced players to land a hit. Personally, METSNIPER's eye patch and headphones are my favorites, and their design is my favorite overall.
METNINJA - Stored Initial Settings
In conclusion, here is a presentation of the initial settings for METNINJA. In the early stages, METNINJA had bare skin. Once the mask was added, they started to look very cool and more ninja-like. Finally, their eye pupil color was adjusted, in addition to the overall color.
A few words from the developer
首Lead game designer asaba aki
We aimed to create a new feeling by creating characters that can use different abilities in stages that players will become familiar with while playing. We hope everyone will enjoy replaying the game, just as you replayed the games from your childhood.
Hey Cottagecore fam! 🍄✨ What a journey it’s been since launching Hardcore Cottagecore! I've just dropped the first big patch since the game “hit the shelves”, and it’s jam-packed with performance improvements, bug squashes, and a sprinkle of magic to make your adventures in Mushroom Meadow even more enchanting. Let’s dive into the diary of a solo dev gone wild:
Squashin’ Bugs - I have been on a performance bug-hunt and tracked down what was causing the annoying stuttering before the upgrade menu opens, journal is updated, or fences were knocked down - this was the biggest bug and I am pumped to have that out of the way. - Fixed bug where small enemies could slip through your Spore Shield. - Fixed a bug where the electrical panel switches in the Headquarters would rotate like a contortionist. - Fixed a visual glitch were lilypads in Violet Veil Marsh could appear “on top of” speech bubbles. - Made volume sliders less sensitive to avoid sending them flying when using a joystick. - Fixed bug where enemies would sometimes spawn “on top” of you. - Fixed up the hitbox on Mama’s Broom, so it behaves just like you’d expect. - Fixed bug where the Twirlinator boss in level 1 would fire a line of missiles instead of a spinning spiral.
Balance, Balance, Balance! - Refined the enemy spawner for 2-player co-op, doubling the XP needed to keep things challenging yet fair. - Adjusted enemy balance for a smoother difficulty curve, whether you’re flying solo or teaming up. - Big balance tweak to the xp/level curve. - Played around with the potency of the Vine Strike ability, it’s still really nice but less drastically OP. - Dialed up the strength and speed of the Mushroom Folk spawned by the Fungalmancy ability. - Quests are now even more rewarding with increased XP drops, because everyone loves leveling up!
New Stuff! - Updated Minimap to include boss icons, Robobomb, and Little Snack locations, so you’re never caught off guard. - Updated the look of the green tank robot enemies, they also now have some cool particle effects and flash to warn you when they are about to shoot!
It’s been a full-on weekend of tweaks, fixes, and enhancements to make sure Hardcore Cottagecore is everything you hoped for and more. Your support has been incredible, thanks so much for all your kind words, reviews, and bug reports! I’m excited to see you dive back into Mushroom Meadow with all these improvements. Catch you in the meadow, and here's to many more adventures together! -fufroom🍄
Hello friends, I'm happy to announce that this latest update is now live! Below is a list of all the additions:
A Third level has been added: The Medbay. This new area contains 3 new enemy types and 3 new bosses!
A new line of audio logs has been added and will only be attainable from killing bosses in the Medbay area.
A New Player Class had been added: The Tesla Trooper. Obtained from killing the first boss in the Medbay area.
New Prestige Leveling System has been added. This system is yet another form of progression where you gain progress toward each Class's Prestige level for each enemy killed. This is meant to be a slower progression as it ramps up to be quite powerful, each class has a specific bonus that benefits all other classes. Bonus Health, Damage, Crit, etc.
New Ability code name G.A.R.L.I.K has been added. This is an AOE dot ability that damages all enemies in it's area. The name was a purposeful hat tip to the OG in this genre lol.
Full Controller Accessibility has been added and tutorials have been updated to reflect this. (I did all my testing on a PS4 controller so hopefully it translates to steam deck and other controller types.)
Enemy health scaling has been tweaked to increase with timer count down as well as exp given has been scaled back slightly.
Min and Max values of Ability and Level Up rolls has been added as a quality of life improvement.
I hope you all enjoy the recent additions and the new audio log story line. My goal with the new Prestige System is to pave the way for heavier progression into a new system I will be working on next: Anomaly Levels. My vision for this is to have players be able to control how difficult each area is before they enter by adjusting the Anomaly Level. This will be a risk reward system that will scale as hard as the player can handle and drop new materials that will only be found in Anomaly Effected Levels.
Thanks for all the feedback so far, hope to hear your thoughts on the recent updates!
-Add land class sampling to the thermal spawning algorithm. More likely to find thermals over rocky, dirt and gravel areas. Less likely to find thermals over trees. -Fix issue where ridgelift would randomly stop all of a sudden. -Add rotation clamping to 1st, 3rd person cameras (not in VR or TrackIR). -Performance improvements. -Make tree textures darker. -Slight brake dampening on Paraglider controls.
Today starts Rain Water, with grass and trees budding, and the spring gradually awakening.
In the sky, light rain, a tender touch. Distant green, near yet not much. We will continue to enhance the game version. Feel free to follow us and share your interesting experiences or provide feedback in the community regarding your gameplay of "24 Solar Terms". We will do our best to assist and address any issues you encounter.