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Kitty Survivors: Rogues of Catmere News

EA 0.9.026

Hey everyone!

This update comes mostly with feedback improvements.

[h3]Here is what's new:[/h3]
  • When choosing a perk you're now able to check future upgrades of said perk.
  • On the pause screen, it is now possible to see all levels and descriptions of acquired perks.
  • More info added to the character stats panel.
  • You can check your Angel & Devil abilities on the pause screen.
  • Added a timer when under the catnip power up effect.
  • Added a text showing the amount of gold you earned when leveling past the max level.
  • Added a bonus of 500 coins when completing a stage.
  • Added an area of effect feedback to the bomber goblin enemy, to show it's exploding range.
  • Added feedback to Ice King's boss dash. You can now see the direction and distance that he will dash to.
  • Added names to main menu buttons when hovered over.
  • Added button sound effects and animations.
  • You can now choose Angel & Devil abilities using a gamepad.
  • Fixed a bug that prevented the player from unlocking the "Too Easy" Achievement.


That's all for today, I hope you have a great week ahead!
Angelo

v0.9.025: Angel & Devil and Balancing

Hi everyone, I hope you're all having an amazing week!

[h3]There're new features and balancing changes on today's update.[/h3]

First, let's start with the Angel & Devil system. When you defeat an elite or boss, there's a chance to spawn an angel or a devil. Angels will always reward you with an ability and ask for nothing in return. They might increase your max health, heal you or boost one of your stats. The devil on the other hand will offer you better abilities, but will ask for some of your max health in return. It can give you an extra life, boost your stats or give you exclusive abilities. If you don't like what he's offering you, don't worry. You can always reject his offer.



Now about the balancing changes. After watching gameplay videos and playing the game over and over again I decided to make a few changes.

There were some perks and weapons in the game that made it really hard to achieve a satisfying difficulty balance. Perks like Multishot, Rubber Shot and Not in the Head were too strong. In addition to that, if the player combined those with the Boomerang weapon, the challenge of passing a stage was halved. I understand there will always be OP combinations and I actually like that, but there's a fine line between overpowered and not fun anymore. When you make it too strong, it affects every balance so far and with no challenge, the game gets boring really fast. So check below what has changed.

[h3]Balancing changes:[/h3]
  • Removed "Sharp Weapon" Perk.
  • Multishot perk added again.
  • Decreased Multishot extra projectiles from 4 to 2.
  • The perks "Not In The Head" and "Rubber Shot" are now Devil abilities.
  • Piercing damage decreased from -25% to -33% by enemy hit.


[h3]Boomerang rework:[/h3]
  • Boomerang now shoots straight forward and after reaching a certain distance goes back to the player.
  • Deals 70% damage when returning.
  • Knockback decreased by 50%.


I hope with these changes the game gets more enjoyable!

In case you guys have more things you'd like to share with me, about balancing or features in general, join our Discord or post to the Community Hub!

Ps: In the upcoming weeks I'll finally be adding the Codex, a new stage with new bosses and enemies and more detailed descriptions of perks, weapons, stats modifiers, materials and so on. I'm planning on adding new perks and achievements as well.

Thank you and have a great day!
Angelo

EA 0.9.021

Hello! Just a small update:
  • Added 3 new drops to the Dungeon stage. Weapon grip, new boomerang and new projectile.
  • Removed the perk Multishot for reworking.


Have a great weekend!

New stage, characters and active skills. Also new name!

Hello, I hope you are all doing great!

I know it's been a while since my last update. As I mentioned in a previous post, this one was going to be a bigger update so it would take a little longer.

[h3]First I'll talk about what's new and then I'll talk about the name change. So here is what's new:[/h3]
  • Added two new characters: Little Ribs and Peanut. I also named the default one to Vanilla. (They're all based on my cats in real life)
  • Added a new stage: Dungeon.
  • New enemies, elites and bosses.
  • Now each character has a unique active skill. Dash skill is now considered a secondary skill and it's the default one for every character.
  • Skills added: Scream, Backstab and Sushi Time!
  • Added a trail effect for the dash skill.
  • Added a new screen to select and unlock characters
  • Added a message informing the player when it has reached the maximum number of weapons in Armory.
  • Fixed the dance animation of the dancing skeletons.
  • Removed classic mode difficulty levels for refactoring.




You may also have noticed that I changed the name of the game from "Kittyverse of Madness" to "Kitty Survivors: Rogues of Catmere". There were a few reasons for that decision. First, the previous name didn't say much about the game, you would know it was somehow related to cats, but other than that it was hard to know that the game was a "survivors-like" game. The "-verse" part could also cause some confusion, because it's not related to multiverse as you see in movies. Second, with the new name I feel the game can now find and attract the right target audience. It will be better for the game longevity and to increase our community.

From now on, I'll try to deliver weekly updates. I didn't like to take this long to deliver this update. It had to be done and was bigger than usual, but from now on I'll deliver smaller updates every week and will keep working on bigger ones and release them from time to time.

[h3]If you're not on Discord yet, I would like to invite you to join us again. It's much faster to talk to you guys there and to collect feedback.[/h3]

Thank you for your time and have a great week!
Angelo


EA 0.9.012 Kitten, the Cat Hotfix

  • Fixed an issue that made the pet "Kitten, the Cat" to attack much faster than normal.