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View Profile thndrking4
I started posting games on here and I've been doing it as a passion/hobby since. Only recently have i got back into publishing games.

Joined on 12/14/13

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Latest News


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!


Recent Game Medals

335 Points
Traveler

Traveler 50 Points

Total over 1 million feet

Master

Master 50 Points

Launch 25 miles (132,000ft)

Icarus

Icarus 25 Points

Get burned by a sun

Harrasment

Harrasment 10 Points

Crush an angry ground creature

Professional

Professional 25 Points

Launch 10 miles (52,800ft)

in Space

in Space 10 Points

Reach space

Amateur

Amateur 10 Points

Launch 5 miles (26,400ft)

Question Mark

Question Mark 5 Points

Find the hidden button

Drunk Driver

Drunk Driver 10 Points

Blow up a jeep

Secret medal!

Secret Medal ????? Points

Unlock this medal to learn its secrets!

Secret medal!

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Secret medal!

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Unlock this medal to learn its secrets!

1st Battle

1st Battle 5 Points

Win 1st battle

LEVEL 3

LEVEL 3 10 Points

Beat level 2!

LEVEL 2

LEVEL 2 10 Points

Beat level 1!

Strong Armed

Strong Armed 10 Points

Get punched by a banana