Version Update 0.9.6
Long time no see. Life has been a bit turbulent lately, so the update schedule has changed. However, please stay tuned. I can’t guarantee the time, but I will finish making this game.
General Changes: - Reduced the brightness of side UI. - Lowered the brightness and increased the size of player bullets. - Replaced the player's fire effects.
These changes aim to make the game less visually overwhelming.
I’m not good with visual design and color management. There’s still a lot to tweak, and I’ll take it slow.
- Rewrote most timing-related code to reduce performance overhead.
This required resetting parameters, which might lead to gameplay difference compared to before.
- Redesigned aiming mechanics to reduce performance overhead.
The new implementation should be more efficient, but it’s hard to replicate the exact feel of the old system, so the handling might feel different.
This improves 1% low framerate by 5%. This can be an error due to limited test samples.
That said, my abilities are limited. If you encounter any issues, please reply to let me know.
Gameplay Changes: - Minimum rate status in O/U Mode increased from x1 to x4. - Rank reduction from suicide bullets creation in O/U Mode doubled.
This lowers the barrier to entry and addresses energy shortages.
- Phase 2 Overload now only displays percentages in the left UI, rather than specific values.
Since the accumulation varies by mode, I feel it’s better to let players figure it out for themselves.
- Player ship ACX-2 now closes its slaves at low speeds to reduce bullet spread.
Previously this ship was terrible for focusing fire, making it a joke against high-HP units, so I changed it.
- Boss 1 Phase 1 final pattern weakened in AL Mode, AO Mode, and O Mode.
This pattern weren’t meant to be seen, but the patterns for AL Mode and U Mode shouldn’t be the same, so I nerfed it.
- Boss 3 Phase 1 no longer rotates left and right.
The original intention was to add cinematic flair, but given my current limitations, I’ll shelve this for now.
- Constant rings are now displayed in O/U Mode, showing the x16 and x8 distances.
My initial concern was cluttering the screen, but now I think it’s better to add them and tweak things later.
Menus: - Reworked the leaderboard and player manual interfaces.
The previous versions were too half-baked, although these are still somewhat incomplete.
Online leaderboards now support pagination.
Some older changes that weren’t included in previous patch notes:
Little Tweaks 2024.6.21:
- Enhanced player hit effects.
- Adjusted player bullet colors.
- Updated 4th Boss’s mine textures.
- DoT effects now deal damage once every 5 frames, at 5x the original amount.
Applying damage every frame had too much performance impact, but this change might affect the gameplay experience.
This adjustment applies to: bombs, AoE damage, and piercing lasers.
- Enemy bullet hitboxes now take effect after a 2-frame delay.
During testing, we encountered a situation where a player’s bomb covered the enemy’s firing point, but the player’s hitbox was still within the firing point, causing them to get hit. If this 2-frame adjustment causes other issues or doesn’t solve the problem, we might make additional changes.
I truly appreciate all of your support. Whenever I feel like giving up, seeing someone playing the game I’ve made, or someone clearing Unlimited mode, gives me the motivation to keep updating. Thank you.
Enjoy the game!
Crystal Heart's Studio
General Changes: - Reduced the brightness of side UI. - Lowered the brightness and increased the size of player bullets. - Replaced the player's fire effects.
These changes aim to make the game less visually overwhelming.
I’m not good with visual design and color management. There’s still a lot to tweak, and I’ll take it slow.
- Rewrote most timing-related code to reduce performance overhead.
This required resetting parameters, which might lead to gameplay difference compared to before.
- Redesigned aiming mechanics to reduce performance overhead.
The new implementation should be more efficient, but it’s hard to replicate the exact feel of the old system, so the handling might feel different.
This improves 1% low framerate by 5%. This can be an error due to limited test samples.
That said, my abilities are limited. If you encounter any issues, please reply to let me know.
Gameplay Changes: - Minimum rate status in O/U Mode increased from x1 to x4. - Rank reduction from suicide bullets creation in O/U Mode doubled.
This lowers the barrier to entry and addresses energy shortages.
- Phase 2 Overload now only displays percentages in the left UI, rather than specific values.
Since the accumulation varies by mode, I feel it’s better to let players figure it out for themselves.
- Player ship ACX-2 now closes its slaves at low speeds to reduce bullet spread.
Previously this ship was terrible for focusing fire, making it a joke against high-HP units, so I changed it.
- Boss 1 Phase 1 final pattern weakened in AL Mode, AO Mode, and O Mode.
This pattern weren’t meant to be seen, but the patterns for AL Mode and U Mode shouldn’t be the same, so I nerfed it.
- Boss 3 Phase 1 no longer rotates left and right.
The original intention was to add cinematic flair, but given my current limitations, I’ll shelve this for now.
- Constant rings are now displayed in O/U Mode, showing the x16 and x8 distances.
My initial concern was cluttering the screen, but now I think it’s better to add them and tweak things later.
Menus: - Reworked the leaderboard and player manual interfaces.
The previous versions were too half-baked, although these are still somewhat incomplete.
Online leaderboards now support pagination.
Some older changes that weren’t included in previous patch notes:
Little Tweaks 2024.6.21:
- Enhanced player hit effects.
- Adjusted player bullet colors.
- Updated 4th Boss’s mine textures.
- DoT effects now deal damage once every 5 frames, at 5x the original amount.
Applying damage every frame had too much performance impact, but this change might affect the gameplay experience.
This adjustment applies to: bombs, AoE damage, and piercing lasers.
- Enemy bullet hitboxes now take effect after a 2-frame delay.
During testing, we encountered a situation where a player’s bomb covered the enemy’s firing point, but the player’s hitbox was still within the firing point, causing them to get hit. If this 2-frame adjustment causes other issues or doesn’t solve the problem, we might make additional changes.
I truly appreciate all of your support. Whenever I feel like giving up, seeing someone playing the game I’ve made, or someone clearing Unlimited mode, gives me the motivation to keep updating. Thank you.
Enjoy the game!
Crystal Heart's Studio