I appreciate the patience, I've been a little under the weather the past few days. A majority of what has been done this update has been under the hood. I posted a devLog about refactoring my entire data structure, and that ended up being a much smoother success than i expected. I spent a good amount of time, while trying to come up with some content ideas, conceptualizing how i want to actually design and frame the cards/content going forward, and this update DOES have a few cards that push towards what I'm thinking, though i wish i had had the energy to make more. In this update you get:
-13 new Item Cards, none of which are just basic "increase this stat by x"
-NEW luck tiers and color scheme; From 5 tiers to 8, the new ones needing certain thresholds of Luck to have a chance to get, and their colors showing their rarity tier are now based on the color spectrum/rainbow rather than classic rpg esc rarity colors.
-The weapons and upgrades work correctly. I know it was kinda game breaking when they would auto-pick when they pop up as a choice, that has been fixed.
-Pierce is also fixed, and the item "Sharpener" has been added back, because i left it out in the original release. So +1 to added items.
-Square enemies now split in two, and continue to do so until they are a certain size.
-Triangle enemies now have longer range, and their projectiles visuals have been changed.
-Exp got a rework: Less base exp per enemy, much more scaling based on their max health.
-FINALLY figured out why the circles speed was increasing so fast. Hopefully you won't get chased down so easy so early now.
-Player now has a slight shadow effect around itself to help visually differentiate from the background.
-Since adding shaders nullified the player fading in and out when hurt, you now fade in and out with the color grey rather than transparency.
-The invincibility timer was halved from 2 seconds to 1.
-A few of the old cards base amounts were adjusted for balance.
-Color Attractor will now grow XP range exponentially instead of linearly.
-Fixed some formatting issues with the Weapon stats display.
-Multiple UI issues that would happen when picking prizes were accidently solved when i made it such that the effect happens when the prize screen goes away.
-etc
I hope you enjoy the changes i made. Definitely more to come. Its really looking like I'm going to have to make the larger gameplay loop sooner than i expected. Please let me know what you think and if you have any suggestions!