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Cavity Busters - Update 30

*lifts sticky tentacles to eyes and wipes away crusties*
*blinding light pours in*
Grab your tooth and jump back into The Goop Canals! We're here with a massive update!


Hello and welcome (finally) to update 30! It's been over three months since the last update. But it was time well spent and much needed. The game is better for it and I'm less burned out heh :) This update adds so much. I'll go into some detail here about it but if you just want the cold hard changes, scroll down a bit.

[previewyoutube][/previewyoutube]

First and probably what took the most work, The Bestiary. This involved making icons for every single enemy. Long and tedious. Next was creating a way to unlock those entries that was fun and would serve a purpose even after all entries were unlocked. I was working on this even before the three months but I needed a little bit longer to finish it. I wont spoil it here though. You'll have to find it. :) There's still no lore in the entries though. Writing lore is hard. :(

Lets talk about a new mechanic. I know. The game is already bursting at seams with mechanics. So why another one? This one feels really natural and I think it'll contribute to the flow of combat. I call it the Boop. While wall running, perform a wall dash into an enemy and you'll bounce off the enemy, giving you some extra wall dash distance and causing damage to the enemy. I think it's a blast to use.

Last but not least, two new gummys! Designing gummys is really fun but it's hard work. A new gummy has to work with, not all but most upgrades. And this is the biggest challenge really. In a game where you have so much control over your projectile, it's tough adding in a new character that handles that projectile differently. The first gummy is Denture Gummy. Denture starts with 4 teeth and can fire them individually or fire a large clump of teeth with a charge shot. This gummy is like an easier version of Pre Molar and that's why it'll be unlocked by default. The other gummy is Spider Gummy! But that's all I'll say on that. :)

Thank you for your patience and support. Can't wait to hear what ya'll think of the update. Please consider leaving a review as it encourages us to keep going and nudges Steam to suggest the game to other people.

Until next time,
Peace!

What's New:


  • new gummy: Denture Gummy (unlocked by default)
  • new gummy: ??? (unlocked by feeding the den)
  • new action: BOOP! wall dash into enemies to bounce off their heads and cause some damage!
  • 5 new enemies scattered throughout the levels!
  • new champ type: Tank - more hp
  • 2 new boss fights (one on the main path, the other a secret)
  • 16 new items
  • 4 new synergies
  • 101 new rooms
  • 4 new achievements
  • new environment art for Factory Lobe and Ortho
  • new art that is displayed around rooms. Nice and tentically.
  • new lighting system - nice mood and vibes
  • new room mod type - dark rooms! (they don't suck I promise...that much)
  • a new system for collecting bestiary from enemies
  • new chest items ( health chest and mint chest)
  • in big rooms, an indicator will show up if an enemy or upgrade is outside of view
  • diseases will now display negative effects in red text
  • added icons to the hub computer and to the pause menu to display what game mod you have active



Fixed:
  • shop keeper will not spawn when other enemies are in the room
  • fixed a bug where opening your map at the exact moment an enemy spawns disables player shooting
  • fixed a bug where buying an item wouldn't charge the player the correct amount of mints
  • death scene will play properly when choosing the die option from gob
  • fixed a bug where certain sound fx would keep playing after dying
  • fixed a bug where the player could be sucked into the middle of the end screen
  • fixed a bug where running into a frozen enemy with rubber glove would cause all frozen enemies to die instantly
  • fixed a bug where maw breaker would keep your tooth
  • fixed a bug where picking up an upgrade could crash the game
  • fixed a bug where necessary rooms would not spawn in dig mode
  • fixed a bug where you could open the character select screen and game mode select menus at the same time
  • fixed a bug with shiv mini boss getting stuck in walls
  • fixed a number of bugs related to being able to pause the game at odd times
  • fixed a bug where eggs would cause the player to stop shooting when entering a room
  • fix bug with a gob upgrade causing a lot of upgrades to spawn
  • fix bugs with egg and isaac run causing lots of upgrades to spawn
  • fix fx spawning while game is paused for eyeborg boss
  • fixed a bug with Shot Gums: Akimbone, when shooting while death animations are played would crash the game
  • fixed a bug with mouthful gob upgrade where leaving a room stackables would lose the effect
  • fixed bug where player shooting was disabled when tool tips appear
  • filling gummy now displays ontop of most objects it can fly over


Changes:


Player/Gummy
  • Filling Gummy shot rate increased and damage decreased just a bit
  • Filling Gummy triggers wall running upgrades by dashing into a wall
  • Filling Gummy has new ui to indicate when a super wall slam can be used
  • Filling Gummy no longer has a floating effect
  • Filling Gummy has a small dash animation
  • players will no longer receive contact damage by rolling into enemies
  • increased fall delay when coming through a door onto a hole via digging


Upgrades
  • iv item was changed to reduce healing cost
  • decreased maw breakers size just a bit
  • poison wont affect player while in the hub or in the tumor garden
  • brittle upgrade gives 2 teeth instead of 4
  • swapped Gob upgrades for feeding him teeth around a little
  • skin tags and wall zits received a substantial nerf
  • added a limit to the amount of poison fx that can spawn so as to keep the game running smoothly


Enemy
  • nerfed enemy Big Scrap
  • nerfed enemy Brain Wash
  • nerfed enemy FIllings speed
  • mini boss monumeat has been nerfed
  • nerfed clam miniboss laser attack
  • Bulge enemy alt form has a delay before it starts chasing player
  • Glut enemy alt form has a delay before shooting
  • Floater enemy now has an alt form
  • nerfed Big slimes alt attacks
  • Embry enemy has an alt form now
  • Herm and Herm Can enemy have an alt form
  • Cheeky enemy alt form nerfed
  • Labby enemy was nerfed
  • Jerk Boss will now destroy bullets during final laser phase
  • enemy speed stat now only affects bullets
  • enemy stats are now displayed by bars
  • enemy stats display at the bottom of the screen when map button is held
  • enemy stat Level has been changed to Mass ( this stat effects how large levels can be)
  • each enemy stat now has a max cap
  • rooms that spawn random enemies now spawns less enemies


Menu and Options
  • Uvula in the main menu moves
  • save profiles will save sound and music levels individually
  • the character select screen displays a black silhouette of the locked gummys
  • menu slider bars were smoothed out a bit
  • cleaned up menu options to be more readable
  • game modes no longer reset when returning to the hub
  • added page over and page back arrows to collection and bestiary screen
  • updated the manual page a bit
  • added an auto aim option to controller menu


Levels and Rooms
  • changed the splat color of mini boss monumeat
  • updated a ton of rooms (for example added obstacles, adjusted enemy numbers, and overall balance of some meaner rooms)
  • decreased the chance for special rooms (cave rooms) to spawn next to main level generation
  • when feeding the treasure monster, rewards are consistently better
  • getting through doors should be a bit smoother.




No Update Today

Hey all! As the title suggests, there is no update today. I'll be taking a break from bi-weekly updates for a bit. Here's why.

Over the course of doing weekly and bi-weekly updates I kept pushing off things that needed to get done, telling myself "I'll get to it next week". I was focused on adding things that players could immediately experience. So tasks that would be less noticeable but would add to the over all quality of the game were neglected. And that's why I'm taking a break from bi-weekly updates. For now. We'll go back to regular updates for sure because honestly, it's fun for everyone, even me!

In the mean time, I'll be posting updates on what I'm working on over on my Twitter and you're welcome to follow along!

Working on Cavity Busters has been a new and exciting experience for me, and that's thanks to everyone who has ever played, reviewed, made suggestions, left some kind words or even bought me a beer (you rock Joe) Thank you!

Take care, and I'll talk to you soon!

Peace!

Cavity Busters Update 29 - Gob

Yooo chomp chomp! Welcome to another update.

This one is all about Gob, the big mouth you can feed teeth to. Gob's main purpose before was to offer you a chance to continue a run that you died in. But now, when you feed Gob, every second tooth will give you a minor buff. When Gob is full, it won't reset automatically. Instead you decide when to turn in all eight teeth. And when you do turn them in, you'll receive a new type of upgrade called Gob Upgrade! These upgrades are meant to have a bigger impact on a run and will last for 2-3 rounds of play. Right now there are 5 gob upgrades with hopefully more on the way.

Annnd there's 2 new items to help you maintain your tumor gardens. A watering can and a sickle! Watering can will help your tumors grow faster and the sickle will allow you to remove tumors that are giving you grief. These items are found in loot rooms.

On top of this, there's the usually update goodies! Upgrades and tweaks to enemies and rooms.

What's New:
  • 5 new upgrades
  • cave rooms (loot rooms) have a small chance of replacing a regular room (test)
  • 2 new items that help you tend to your tumor garden
  • new upgrade type: gob upgrades
  • feeding teeth to Gob will give small buffs at intervals of 2


Fixes and Tweaks:
  • egg upgrade can no longer activate mad cow disease item
  • fixed a bug where egg upgrade would cause follower upgrades to be deleted or duplicated
  • fixed a bug where mad cow would disable shooting for the current room
  • adjusted a few enemy alt patterns
  • enemy speed and bullet speed scale at a slower rate
  • explosive diarrhea wont kill you in a one hit kill room
  • filling up Gobs mouth with teeth will not automatically cause him to reset
  • fixed a bug where a number in the secret code was wrong
  • reworked Eyeborg bosses laser attack
  • Dronk boss final fight form was debuffed
  • filling enemy is no longer affected by duplicating upgrades
  • cave/loot rooms spawn rate should be a bit more consistent
  • filling gummy starting health was increased


Sharpen your teeth and jump on in! Let me know what you think and leave a recommendation on Steam if you're having a good time!

Peace!

Cavity Busters Update 28

Hey all! How's it going? Hope the start of your weekend is swell. There's not much of a theme for this update as it's a bit small and kinda all over the place. The most exciting thing is new upgrades! 5 new ones to be exact. 4 of them come from the players. In the discord they are, Trashman, Sir Bumpletooth and Frog in your tooth. They brought some really neat ideas to the table! And you can too! Join the discord and hop into our feature suggestion page where you can post any and all ideas for the game. You can post em here too of course but it's a bit easier to interact over on the discord. So on to the update!

What's new:
  • 5 new upgrades
  • bestiary controller support
  • all enemies listed in the bestiary now
  • when playing as tongue gummy, a little tongue icon will appear over items to show they can be rerolled
  • added sound fx to second level mini boss


Fixes and tweaks:
  • fixed a bug where maw upgrade would keep your tooth
  • fixed a bug that caused tongue gummy to be incredibly op while in the air
  • reworked collectible page navigation with a controller
  • special dig rooms will now show up with a purple outline in the regular map instead of just when the teleport map is open



The bestiary still needs item descriptions. That'll slowly be added as I'm a bad writer. Unlocking bestiary entries shoooould be coming next update. That's all for this update! Please consider leaving a review if your having a good time with the game! And if your not, tell me what would make it better! :)

Peace out!

Cavity Busters Update 27

Hello everyone! How's it going? This update is on the smaller side because i took last week to recharge my batteries and made a little game on the side. But that being said, this update is still kinda chunky! So what's new?

I added a very very early version of a bestiary. It's missing controller support, enemy info, mini boss, and boss icons. But you can see how many of each enemy you killed.

What's new:
  • 1 new enemy (mainly spawns in cave rooms)
  • 19 new rooms
  • 1 new upgrade (plenty o polyps)
  • very very early version of a bestiary


Fixes and tweaks:
  • polumps can now be shot with teeth and shotgum bullets
  • fixed a bug were player would not receive shovels when restarting in dig mode
  • changed some wording on some upgrades
  • shot gum homing shot is a bit more generous
  • if a stunned enemy you're attempting to jump on or roll on dies in that exact frame, you'll still pull off the jump
  • cleared up some wording the tutorial
  • hopefully fixed a crash from solid environment objects (it's a pretty rare bug)
  • bone sword enemy won't bounce room objects endlessly


If you're interested in the game I made last week you can play it on itch. It's going to get an update to address some feedback it received. That's all for this week! Let me know if you run into any issues with this weeks update.

Peace!