Patch Highlight: Branching PathsChoose the next end level event that will occur on the next floor.

This is why I'm adding branching paths.
Wally is designed specifically for
two types of experiences.
1. The first experience is to experience something.
This is the feeling you get when you roll some dice, your chest tightens with anticipation and you nervously pray that the dice gods will be kind to you this evening. The dice lands on a good outcome and you burst with relief and tension.
This dice roll can only work when someone risks something of value (for example, let's say you pay 150 dollars for a chance to win 1,000 if it lands on a 6 ). That relief can only occur because of the tension that preceded it.
I call this: Timmy.
Timmy likes things like Random Chance, things like the potion of mystery, and doubling the potency of mystery potions. Choosing the Box that Never gets picked at the end of a Boss fight that will spawn a random reward. Timmy's all about that high roller chance

2. The other playstyle is like to call Chad Thundercock:

Chad knows that their mechanical skills are the best. They are more than fine taking as many curses as possible in order to become a glass cannon and play with a sliver of health. Chad doesn't like potions of Mystery that because it has too much randomness variables for Chad. Instead, they would prefer getting an upgrade that depletes your hp to 0.001 and turns you into an overpowered beast.

(This item is a rare drop that can be found by choosing Chad's branching paths.
(I would highly recommend checking out this talk by Magic the Gathering head designer Mark Rosewater which is where I learned this from)
So that's why in Wally there are items like Mystery potions. The bad effect is important and I know it dissuades a lot of people from it. But the mystery potion high power level only works because it really feels like you're risking SOMETHING for that high roll.
It's more important to have items that people love and hate than something that makes people feel pretty indifferent.
Next let's talk about the Chad Player.
Players who want to go immediately into their glass cannon build! Who is more than happy to make the game harder, they play for that high-risk high reward playstyles where they are fine being completely overpowered even if they die in one hit. Because they trust that their own mechanical ability will carry them.
These branching paths will allow you to choose the next level event (so you can exchange resource X for a resource Y) But if you find yourself leaning to one playstyle more than the other then you'll also be able to find shops that cater specifically to these type of playstyles.
The Chad Player is going to get two new shops for them. The Don Jon Shop and the Chad Shop.

The Don Jon Shop for Chad

This shop offers 3 different courses, you can choose, none, one or all three. You will also retain any bonuses to them.
The second shop is the Chad shop where you pay with your max hp in order to get a reward that will turn you into a glass cannon.

For Timmy players, I created Mystery Gifts shops. They are events where you pay a hefty resource (2 hearts or huge amount of money for the chance to get something great).

Rather than the game's randomness giving you something you might like or not, you'll be able to choose what path and playstyle you'll prefer instead.
So thanks I hope you liked these changes! I think being upfront about the changes in Wally is one of the best things I can do with you because when you understand why things are getting changed in the background I can get better feedback from you. And if you'd like to hear more of this from me then I'd love to invite you to my
private newsletter.
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Major Changes!
There is no one-shot protection. You will now start with 5 max hearts instead of 3.
What the heck is one-shot protection?
Well in Wally whenever you take 1 hearts of damage while you had 1/2 heart remaining. You would survive with 1/4 heart remaining. This would give you a second chance to survive.
This is getting removed for the reason that it was too efficient at surviving as long as you found even a sliver of health later. Having this safety net fought against the idea of having a glass cannon build, where you would be at your strongest but making fewer mistakes would end up killing you.
So this mechanic is getting removed but you are getting +2 hearts to compensate.
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Blue gems have been reworked. Now whenever you pick one up you will get a random amount of Money (50, 100, 150, 500, 1000). That's it.
This is done because I noticed that some upgrades from the blue gems appeared far too often. (Such as Stamina buddy) This is in conflict with Wally's goal of having a different run each time. Having one upgrade appear too consistently between runs makes very samey runs which is why this had to go.
There are now more ways to spend money with the different shops so having more money coming in will go a long way.
I added these items to help support gem's new identity.
Added purple gems, they function ideally as the blue gems except their gem output will be multiplied by x3
Added a new upgrade for this change: Gems all have a 25% chance of having their total gem output multiplied by X3

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Bombs will destroy
walls farther Red squares show the old bomb wall range
Pink is the new Bomb Wall destroy a range

This will make it much easier to reach chests farther away!
You now have a starting limit of 9 bombs so remember to use them.
Additionally, this buff is also affected by
POTIONS OF MYSTERY wall radius explosion.
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Rolling now Costs from 2 -> 4 stamina.
Sword now Costs from 2 -> 4 stamina.
Stamina recharge rate increased fom 0.85 -> 1 SEC
You can no longer regain stamina from killing enemiesDon't panic I know that it looks like I lost my mind but I'll explain why this change is going to make a better game.
Even though it is very nice to spam roll when you're in a dangerous situation, it became too reliable as an option to avoid bullets. It's a get out of jail free card that can be applied to any situation.
This undermined the funniest thing about bullet hells which was to find patterns that you can weave in and around through bullets. Not having a roll dodge causes you to use the level generation to your advantage, to find nooks and crannies that you can hide, which gave you a better reason to use the level generator.
This is going to make the game slower in the beginning and I think that's a fine tradeoff due to the amount of depth that we will get for this.
Over longer and more runs this ended up making for a much better experience.
The game has been made easier, in the beginning, to compensate for this change. (We'll get to this later)
Due to your stamina always being full the stamina upgrade options were not as attractive due to how consistently you recovered stamina. So having an option where you could recharge stamina after destroying a box seemed like a no brainer to go with the more damage option.
By having less stamina at the start, fixing your stamina problems became a priority. Which made harder decisions from having to choose between a stamina upgrade or a different upgrade.
I will not be making these changes to the sword the only mode, in fact, that mode is going to stay true to the Instant gratification nature of the 2019 version of Wally, that version of the game will remain in a glass box untouched so that the purists who enjoyed the original modes will still be able to try it out.
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The starting area is now considerably easier.
Removed fire catching on bushes, this is now a curse that you can pick up later.
Removed Enemies going supercharged. This is now a curse that you can pick up later.
Spiderwebs will no longer block bullets rather they just slow you down. (You can also prevent the webs from blocking bullets in the form of a curse)
This is done to make the starting area easier, by having them as curses you will have more varied runs, (so some runs you'll have bushes catching fire and some you won't)
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Daily twists have all been removed and replaced with positive effects.
- DAILY TWIST, START WITH +10 BOMBS, CAN CARRY A MAX OF 10 BOMBS
- DAILY TWIST, START WITH A DIFFERENT RANDOM WEAPON! (WITH UNLIMITED AMMO)
- DAILY TWIST, MYSTERY POTIONS ONLY HAVE GOOD RESULTS
- DAILY TWIST, 8 MAX HEARTS, APPLES CAN'T APPEAR
- DAILY TWIST, +3 OPTIONS FROM UPGRADES
- DAILY TWIST, START WITH SNIPER, (ENEMIES AND YOU TAKE DOUBLE DAMAGE)
- DAILY TWIST, APPLES RESTORE 2X HP, (-1 MAX HEALTH)
- DAILY TWIST, 50% OF SHOOTING AN EXTRA BOMB
- DAILY TWIST, 20% OF FINDING A BOMB IN A BOX, CAN CARRY A MAX OF 5 BOMBS)
- DAILY TWIST, START OUT WITH 2000 MONEY
- DAILY TWIST, +1 MAX HEART, +50% OF APPLES SPAWNING
- DAILY TWIST, 200% MOVEMENT SPEED
- DAILY TWIST, LEVELING UP GIVES YOU A 25% OF SPAWNING +5 BOMBS (MAXIMUM CARRY CAPACITY OF 5 BOMBS)
- DAILY TWIST, CHOOSE 1 EXTRA BOSS UPGRADE
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Added new dungeons Removed the black and white dungeon (this will be a secret dungeon in the future)
New enemy spawn:
Super OscarNew enemy Spawn: Bees that shoot 4-way bullets
New enemy Spawn: Web Spitters
Added a new dungeon where
sawblades carry enemies___________________________________________________
Less waiting. These changes are done to speed up some of the more tedious parts in Wally.
Chests open twice as fast.
Press E to leave the floor immediately
End of the level event will spawn closer to you.
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Removed Wally's hit stun when you take damage.
When you take damage hearts will permanently be imprinted onto the floor.
When you also deal damage to the enemies, there will now be health bars, and you can knock out the
damage numbers from the enemies and have them permanently be drawn on the ground.

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Localization! Added Portuguese! Added Spanish! Added Russian!
(Added other languages despite not having them finished, but you can have them on to somewhat experience Wally in Korean/Japanese/French) their percentage completion will be displayed in the settings menu.
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Chest rework, the first couple of chests that you open will give you an increased probability to find an upgrade then after that finding an upgrade the chance to find one lowers to 5%, After you open 8-10 chests without an upgrade the probability to find an upgrade will then drastically increases to 50% until you find an upgrade.
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Smaller changes
When you have more than 6 combos your weapon becomes less accurate (Improved by getting an Accuracy upgrade)
This is done to get you moving closer to the enemies in order to ensure that all shots land.
Added torches to the chests in the walls from the spider level so you can find where they are in the dark.
Lowered Bear Charge Speed by 30%
Lowered Bear Hitbox by 50%
Bees cannot deal damage to you the first 1-2 seconds of them being spawned, their initial spawn speed has been reduced by 50%
Bees now have larger sprites to make them easier to see.
Prevented Spiders from dealing damage to you if they have 0 or less health
Angry boxes buff now activates from 1/4 of a heart to less than 1 heart. (This is because of the removal of one-shot protection mentioned above)
Removed -3 Max Stamina penalty on Ping Pong Pattle (New after deflecting a bullet get +1 Stamina)
Wally animation speed has been increased by x2, this will give you better control over where you end up.
Removed 4-way bombs from the game.
Hitting bosses with the sword in Sword Only Mode now feels fantastic! The Sword will do a flurry of small hits (15 hits in 0.5 sec)
Porcupine final attack has been nerfed (was just too powerful)
There are now heart shops where you trade hearts for bombs.
Chad Hp boss buff has been reduced from +70% to +30%
Speaking to Chad no longer grants you a sword.
Starting Curse skips lowered from 5 -> 3
Removed Purple Bat’s max health buff,
Lowered Purple Bat's default damage.
Minigun Damage buffed by +33%
Increased Shotgun Max ammo from 50 -> 64
While fire can light bushes on fire, the fire will be unable to light bushes if you are standing on that bush tile.
Chests can now be opened with E (as well as from rolls or bullet damage)
Gems are now always present in the UI.

New upgrades
- New Upgrade: Pink Slip. After waiting 1 second your next shot deals X3 damage and has an unlimited range. (Sorta like a sniper, retains all buffs from your weapon)
- New Upgrade: Pepper Spray. After waiting 1 second your next shot is a shotty blast (retains all buffs from your weapon)
- COCO ONLY: Tight Goggles: Shoot in all Directions
- Shop now has Boss upgrades
- New upgrade X-Ray specs, view the contents of chests while they’re closed
- Omega Lazer: After dealing 500 damage your next shot deals x15 damage
- Stockbroker's tie +2 money from all sources
- Spyglass; (Old: +25% Weapon Accuracy, New +50% Weapon Accuracy)
- Loot Box; (Old: Destroy a box and recover your stamina, New: Destroy a box and get 1 second of unlimited stamina and recover your stamina)
Removed Isaac Mode replaced it with "COCO"
Coco has roll invincibility just like Wally.
Coco's roll invincibility is 0.5.
Coco will get +1 upgrade options when playing their run.
Coco can only shoot in 4 directions
Coco Bullets now fire farther (same distance as Wally)
Increased Coco's speed from 2.5 -> 3.2 (Same as Wally's)
Poison damage has been buffed and moved into the boss upgrade pool
ENEMIES
Foxlion chase attack increased .
Foxlion Chase duration lowered from 7 seconds to 2 seconds.
Quality of LifeDark mode End boss transitions
Reduced white flashes that occurred during The Thing Fight.
Press E or X on controllers to pick up items, go down on Exits or Talk to people (so you don’t accidentally press roll)
BUGS
Fixed a bug that crashed the game in the dragon boss fight
Fixed a bug that caued Shotty to only shoot one bullet
When you start a boss fight your stamina will restore to full.
Fixed a bug that slowed you down when standing on a spiderwebs before they grew.
Fixed a bug that kept you slow after leaving the webs.
Fixed a bug that caused fire to be cast on webs before they grew.
Fixed a softlock that occorred in the spider dungeon.
Fixed a bug that caused the screen locker vortex enemy to glitch out the game if it appeared at the same time as the ghost
Thanks for taking the time to read this update, please stay in contact with me through my
mailing list Thank you and have a wonderful day!