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NecroBouncer News

NecroBouncer | Free Prologue on October, 13th!

Greetings and welcome to the club!

We have great news straight from the NecroBouncer himself - a mojito-fresh free prologue for our visitors to enjoy.

[h3]The prologue will be available on the 13th of October, 2022[/h3]
https://store.steampowered.com/app/2163810/NecroBouncer_Prologue/

The prologue and the demo are two separate versions of the game, with the former being an extensive upgrade the latter.



The main differences between it and the demo are:
  • You can unlock the 2nd floor of the club with a sneak peek at the boss at its end.
  • All (the whole 250) of the relic unlocked and they will be waiting for you to collect them all.
  • Fully working and tested Twitch integration - perfect idea for streamers to spice up the gameplay with their audience.

[h3]If you like it - consider adding NecroBouncer to your wishlist. [/h3]

https://store.steampowered.com/app/1786830/NecroBouncer/

As always, we welcome each and every one of our readers to join the club on social media:
  • Place for us to share gameplay footage, work-in-progress material and all kinds of sneak peeks - twitter
  • A growing library of short clips covering gameplay or just the funny stuff we do - tik-tok
  • Lounge to share your thoughts and opinions about the game - discord
  • Place to discuss the game, see extra content - reddit

See you in the club!

NecroBouncer | Room Types #2

Welcome to the club!

In the previous article, we covered the four available rooms in NecroBouncer. Today we are back with information about the rest of them: Relic Hunt, King of the Hill, Plates & Idols.

Each of them presents a challenge, especially if you are far into your playthrough.

These rooms will make along with the relics and power-ups you get along the way will make each run of the game unique.

Relic Hunt

This room actually consists of up to four mini-levels. Your goal is to avoid the obstacles and get to the end of each consecutive level. At the end of the said level you will be given two options: either to take the relic and leave the Hunt or delve deeper for a chance to get a better relic.



King of the Hill

The premise is very simple - stand on the designated spot till the completion bar is filled. The moment it is filled - all the remaining enemies on screen will be destroyed. You just have to survive long enough.



Plates

From one to five pressure plates will spawn in the room. When pressed - they spawn enemies (the amount depends on your progress and the difficulty of the room). You can either deal with enemies on plate-by-plate basis or just rush through all of them and deal with a horde of enemies - the choice is up to you.



Idols

Three plus golden statues will appear. When you break the statue - it will spawn enemies (i.e. golden statue of a blacksmith will spawn a blacksmith). The trick is - with every statue your break - the rest of the grow large, spawning more enemies upon destruction.



You can test your skills in our demo. If you like it - consider adding NecroBouncer to your wishlist.

https://store.steampowered.com/app/1786830/NecroBouncer/

As always, we welcome each and every one of our readers to join the club on social media:
  • Place for us to share gameplay footage, work-in-progress material and all kinds of sneak peeks - twitter
  • A growing library of short clips covering gameplay or just the funny stuff we do - tik-tok
  • Lounge to share your thoughts and opinions about the game - discord
  • Place to discuss the game, see extra content - reddit

See you in the club!

NecroBouncer | Fixing the control

The development was going pretty good for the most part, already finished most of the game so there were just a bunch of bug fixes and polishing left to be done. There was still one big issue that was worrying me though, but it seemed like it didn't cause that many problems, which was the case until we released the demo.

At that point, the buggy input system and incomplete controller support got reported too many times to be ignored and I decided to just go ahead and move the project to a much much newer version of the game engine, mostly so I get access to a better foundation for the input system.

The old settings menu and first look at trying to figure out gamepad support in Unity

As expected, the change to a newer engine sprung up a bunch of smaller and bigger problems, but on a quick test run, I was actually pleased with the amount and severity of them, so that went pretty well. Now I had to completely scrap the old input system and UI navigation and start from scratch… yeah… that was way scarier, especially when I remembered how much time I spent building the previous one.


The actual size of one of the log files and the number of lines of info in it.

But, to my delight, I learned a lot the first time I was doing this, and the new Unity input system package is pretty amazing. There was a bunch of documentation reading and tutorial watching in order, but after setting up some basic stuff, I was already super happy to see some controllers responding that just didn’t previously.

So at this point, I decided just to delete the old system from the game completely and start building the new one from the ground up. This resulted in probably one of my most stressful and work-loaded couple of days, during which, even if I went to sleep, I could barely relax enough to get any. So for the most part, I was just trying to focus, listen to some podcasts or sitcoms in the background, and power through the whole thing.

After the first 2 days, the new input system was basically fully functional, you could control the game, and navigate the UI and I also added the previously unavailable option to play with the mouse, which felt really great to play with, so that was a nice pick-me-up. But, there were still a billion issues that needed to be resolved, along with two major functionalities - rebinding and UI button icons, that change according to your binding.


New controls menu

Thankfully again, the newer system was way better prepared for this stuff too, so the setup for rebinding was done way quicker this time around, and also it was made way more solid. From that foundation, the UI icons were also somewhat of a breeze.

Using mouse controls to select relic at a start of a new run

Last but not least, I wanted to add a controllable cursor for the gamepads, so the UI can be controlled in the same way as a mouse and gamepad, so that was another challenge. Still, after putting in enough hours, it turned out pretty great and the game again felt way better and most importantly, less prone to bugs.

Enabling mouse aim is now one click away and here is how it looks in-game

In conclusion, after the change was done, I was extremely happy I did it, even though the situation was pretty rough. Changing something so crucial to your game is always daunting since it’s interconnected to every nook and cranny of the project. I am still facing and fixing some issues that arose from this change, but the amount of stuff this made better and the number of bugs that got fixed in the process were definitely worth it!

Consider checking out our other socials and learn more about the game!

Add the game to your wishlist and try the demo:
https://store.steampowered.com/app/1786830/NecroBouncer/

See you next time!

NecroBouncer | Contest announcement

Hello, everyone!

We are announcing a GIF and Screenshot contest for the NecroBouncer demo.

It will run from the 27th of July to the 18th of August you will have more than a week to participate.

Terms of the contest:
  • play the demo and make a screenshot or a gif
  • post your work in the #screenshot_contest channel on Discord
  • vote for other people’s content
  • wait for results
There will be two winners:
  • One determined by a popular vote
  • Another determined by the developer of the game

Winners will be announced on August 18th at 5 PM CET. Each will receive a key to the full version of the game as a prize.

Play the demo and the most wonderful GIFs & Screenshots imaginable:
https://store.steampowered.com/app/1786830/NecroBouncer

About NecroBouncer
Rogue-like dungeon crawler where you have a chance to play as a necromancer, who works as a bouncer in a dungeon club. Choose your path, try out endless builds, and go on to defeat hardcore bosses to acquire and unleash their powers on hordes of enemies!

Place for us to share official art, work-in-progress material, and sneak peek of all kinds - Twitter.
Place to share your thoughts and opinions about the game - Discord.

NecroBouncer | Developer Livestream #2



Hello friends!

Taking part in Steam Next Fest along with other awesome games, we are happy to announce that you will see NecroBouncer live stream which will start 06.17 10:30 PM (PST)! In order to celebrate the fest, we are going to stream 24/7!

Join us and let your friends know about the event! Ask any questions about the game if you have them, during the stream.

Meanwhile, you can play the demo too:
https://store.steampowered.com/app/1786830/NecroBouncer/

About NecroBouncer
Rogue-like dungeon crawler where you have a chance to play as a necromancer, who works as a bouncer in a dungeon club. Choose your path, try out endless builds, and go on to defeat hardcore bosses to acquire and unleash their powers on hordes of enemies!

Place for us to share official art, work in progress material and all kinds of sneak peaks - Twitter.
Latest and greates from behind the barstand - Instagram.
Place to share your thoughts and opinions about the game - Discord.