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Adrenaline Rampage News

Playtests №5. Patch 0.1.73: Enemy Spawning Logic, New Interface

Hello AdrenalineRs!
This week, we focused on numerous small improvements that, together, should enhance the gameplay experience. This includes both visual elements and gameplay mechanics. We have almost completed the Gorilloid model. Elements of the location, lighting, and fog have been refined. Additionally, work on improving the interface has been carried out.

Step by step, we continue to move towards our common goal. The goal is to create a game that evokes many emotions, fun, and adrenaline!

Play demo and give us feed back, please :)
https://store.steampowered.com/app/2419720/Adrenaline_Rampage/?curator_clanid=44851119

Gameplay
1. Changed enemy spawning; now they appear close to the player only in extreme cases
2. The duration of the slowdown effect (victory and defeat) has been doubled
3. Removed melee attack from enemies: Grenadier
4. Refined the starting level: unnecessary elements have been removed
5. Increased the activation zone of terminals at the base
6. New boss in development - Gorilloid. What mechanics develop for him?



Interface

1. Began extensive work on changing the entire interface
2. Shortened the phrase that appears when activating the portal
3. Added subtitles to the video in both Russian and English
4. The hint "Hold button to skip" has been made more noticeable and translated into Russian
5. Coins replaced with energy cells

Visuals

1. Completed the development of the new interface art
2. Replaced the background on the loading screen
3. The fog effect now displays further
4. General visual quality improvements

Localization

1. Changed the Russian voiceover of the character
2. Various text corrections

Balance

1. The speed of some saws on the game level has been reduced by 30%

Bugs

1. Fixed invulnerability issue when taking damage from saws after a dash. Now you can dash through saws
2. Fixed passage display on the minimap
3. Fixed stretching of the skill selection window
4. Fixed loading of the dash effect

Miscellaneous

1. Disabled data collection for analytics. Removed the data collection request window

Playtests #4. Patch 0.1.69: Level Design, Base, and Balance

Hello AdrenalineRs!
The base has become bigger, more interesting, and more useful. The second difficulty level is temporarily open. We continue to improve the visual aspects of the game, fix bugs, and adjust the game balance. All of this should make the process of destroying the offspring of a sick “mind” even more colorful and immersive. Here’s what we did this week…

(enemy sketches: mutant, insect + high technology)

Gameplay
1. During the run you can improve the parameters at the base
2. Reduced collision area of saws (traps) in levels
3. Added a support platform at the player’s spawn point
4. Added an additional platform in the tutorial level
5. Added a notification to leave the level when the portal is activated
6. Fixed the position of platforms in boss levels
7. Removed "chunks" of levels with annoying jump-puzzle
8. Added new "chunks" of levels
9. Added a fourth floor to the base
10. Moved the terminal from the second floor to the first floor. Now you can view achievements, their conditions, and rewards on the first floor. Previously, the terminal was on the third floor and required activation to access it
11. Added terminals to the third and fourth floors of the base
12. Now each floor has a terminal with a set of skills and parameters. Character skills and parameters can be upgraded using resources from levels
13. The second difficulty level is open for playtests

Visuals
1. Updated the kamikaze explosion preparation effect
2. Removed overly bright spots in game levels
3. Killed enemies are now colored gray and lose their highlight

Interface
1. Added hints for the timer and stages
2. Added additional hints in the tutorial level
3. Removed the delay for hint appearance in the upgrade menu
4. Added a resource hint to the skill selection window

Balance
1. Changed the calculation principle of the “Max Life” skill bonus. Now, upgrading this skill adds +50 to the maximum health level and +50 to the current health level
2. Reduced the health points of elite enemies from 15,000 to 7,500
3. Grenadiers now attack less frequently and with less accuracy
4. Significantly increased the base damage of the Saw skill from 8 to 40

5. Increased invulnerability time after a dash from 0.3 sec to 0.5 sec
6. Changed the calculation principle of the “Bomb” booster damage to bosses: now it deals 25% of max health instead of 750 damage
7. The bomb booster now applies a burning effect to surviving enemies, dealing 200 damage per second for 10 seconds

Bugs
1. Fixed the issue with the “Save and Exit” button being highlighted when clicking in the void in the skill selection window
2. Removed the delay for hint appearance in terminals

Playtests #3. Patch 0.1.67: Level Visuals, Music, and Interface Improvements

Hello AdrenalineRs!

While working on this week's update, we focused heavily on the visual aspects of the game. This includes both the game levels and the game interface, which have become more understandable and user-friendly. We also worked hard on the game levels: we added new ones and reworked the old ones (some of the old ones were thrown into open space). Additionally, we are excited to present a new soundtrack. We hope it will become a secret weapon for the relentless adrenaline-fueled extermination of mutants!

Gameplay
1. Some game level modules have been reworked: some have been redesigned, some developed from scratch, and some removed.
2. The starting level has been updated with more hints.
3. The color of the skill box pick-up has been changed to light purple.
4. The visual effect of the Invulnerability power-up has been refined with an indication of its expiration.
5. If you destroy a Kamikaze enemy before its detonation, the explosion will not occur. This bad boy used to sneak up like a saboteur and explode. We watched you play - it was painful...



Music and Sounds
1. A new main game soundtrack has been added.
2. A base track has been added.
3. Temporary sound muffling has been added at the moment of heartbeat appearance.
4. The muting of primary weapon hit sounds during perk hit sounds has been removed.
5. The pitch change of music when taking damage has been removed.
6. The radius of the teleport sound has been reduced. It used to rattle like an old refrigerator three miles away.

Visuals
1. The visual aspects of the game levels have been reworked. Various color schemes and lighting are now applied to the levels.
2. The color of friendly projectiles (from turrets, drones, etc.) has been changed to blue, allowing for quick distinction from enemy (red) projectiles.
3. The number of visual effect particles for the plasma drone and rockets evolution has been reduced.
4. The visual effect of the axe evolution has been improved.

Interface
1. The phrase PRESS UP has been replaced with PRESS W.
2. All healing received, including from regeneration, is now visible.
3. The Play Again button has been removed from the tutorial level.
4. The font size of hints in the tutorial level has been increased.
5. The description of parameters when upgrading at the base has been corrected.
6. Visual feedback of the Kamikaze enemy explosion activation has been added.
7. Descriptions for skills: Cooldown Acceleration, Attack Speed Increase, Duration Increase, Grenades have been added.
8. The description of the Dash skill has been changed.

Balance
1. The parameters of the "Life Force" skill have been weakened: 0.5 → 0.3, 1.0 → 0.6, 1.5 → 0.9, 2.0 → 1.2.
2. The delay before the Kamikaze explosion has been doubled: 0.3 seconds → 0.6 seconds.
3. The damage of the level 4 plasma drone projectile has been reduced: 150 → 60.
4. The damage of the rocket evolution has been reduced: 300 → 150.
5. The rocket attack interval has been increased: 1.5 seconds → 2 seconds.
6. The damage from the axe evolution has been increased: 50 → 150.
7. The radius of the axe evolution projectile has been doubled.
8. The speed of the axe evolution projectile has been reduced: 1500 → 1250.

Bug Fixes
1. Fixed an issue related to reflections.
2. Fixed a level generation issue where the character ended up in open space (but he was not an Impostor).

Playtests #2. Patch 0.1.64: Boss Fights, Sound Design, Balance

Hello Adrenaliners!

This week we've been heavily involved with the meta-progression - the big game. For this, we had to make changes to the balance, upgrade progression, and do a lot of testing. Also, we have achieved a lot in the game's sound design. We watched excellent playtests and had many discussions.

[h3]Gameplay and Balance
[/h3]
1. Added boss fights at arenas, levels: 8, 14, 20. Now a boss is not just a big strong enemy, but a unique enemy with specific mechanics.
2. Removed old bosses at some levels, levels: 10, 13, 15.
3. Added a mechanic to unlock floors at the base. These floors contain terminals for upgrading parameters and progression. Floors are unlocked with coins collected in matches.
4. Changed the meta-progression. Now fewer skills are available by default. But these skills can be unlocked over a few short matches.
5. Reduced starting health by 50%, from 200 lives to 100 lives.
6. Reduced starting damage of the assault rifle by 50%, from 18 to 9.
7. Reduced starting damage of axes for the axe master by 50%, from 62 to 31.
8. Reduced turret damage, at level 4 turrets now: 225 to 75.
9. Increased damage of turret evolutions, from 0 to 55.
10. Increased base health of bosses, from 7000 lives to 15000 lives.

[h3]Art and Sounds[/h3]
1. Added background colors at the “Warehouse” location levels. One of six colors is set when generating a level.
2. Updated 3D model of the terminal at the base.
3. Added a visual effect when picking up the “Double Damage” booster.
4. Added a visual effect for the “Revive” skill resurrection.
5. Updated 3D model of the character teleport.
6. Updated the visual effect of the “Double Damage” booster.
7. Updated visual effects for the skills “Cyclone Discs” and “Disc Storm.”

8. Added sounds for appearing, disappearing, and falling through platforms.
9. Changed synchronous character noises.
10. Changed sounds of axe swings, hits, and the enhancement “whooshes” when using the “Double Damage” booster.
11. Reworked sound muting during notifications.
12. Changed durations of muting for the skills “Dash,” “Power Wave,” and boosters.
13. Added heartbeat sounds at low health levels.
14. Sound settings. All limitations for hit sounds disabled.
15. Sound settings. A slight muting of sounds when jumping, similar to dash.
16. Sound settings. Movement sounds made louder.
17. Changed the shooting sound during the “Double Damage” booster for the assault character.

[h3]Bugs[/h3]

1. Fixed the bug with the black triangle of death (characters and anything could happen behind it were not visible).
2. Fixed sound muting on the training level. Replaced the phrase with the previous voice.
3. Fixed the bug with enemies appearing from the next wave.

[h3]Other[/h3]

We are also working on creating new characters and enemies. We have many beautiful concepts and will show them all in time!

Thank you for helping with the playtests, reading these news, and playing games :)
Team Midhard games

Playtests #1. Patch 0.1.61: Gameplay, effects and bugs

Hello AdrenalineRs!

Over the past week we have experimented a lot with the beauty of the game and balance. We watched the latest playtests and discussed the design of new mechanics.
Here is a list of changes that we approved and managed to implement.

Gameplay and balance

1. Increased enemy spawn rate.
2. Increased enemy spawn speed at stages 6 and 8.
3. Reduced the increase in enemies' health between stages.
4. Increased the health of melee drones.
5. Increased the shooting range of grenadiers.
6. Turret:
1. attack speed reduced to one third,
2. damage increased threefold.
7. Now, to win on the twentieth (final) stage, you must defeat the boss. Previously, you could just wait for the portal.
8. Punishers do not appear on the twentieth stage.
9. After the skill build is fully assembled, a first aid kit and resources appear sequentially in the skill selection window.

Art and sound

1. Added random level color. Now levels have different colors.
2. Damage numbers appear higher - above enemies.
3. Visually enhanced the meta level and terminals (the meta level is the future base, currently this base has two terminals with progression and upgrades).
4. Reduced the intensity of white glares when hitting enemies.
5. Removed the spatial distortion effect when hitting enemies with rockets.
6. Updated the animation of enemy drones to be more "flying."
7. Updated dash sounds.
8. Added character voiceover in an "inner voice" style.
9. Changed the sound of the death event.
10. Added a vortex effect around the teleport.
11. Replaced some grates on the walls with other elements.
12. Added filling at the edges of the level.
13. Changed the effect of turret evolution projectiles.
14. Rocket Swarm skill:
1. Changed the “skin” of rockets.
2. Rocket tail effect reduced by half.

Bugs

1. Fixed "empty" enemy teleports - if a red teleport appears, an enemy will definitely appear.
2. Fixed the ESC button in the progress and upgrade terminals at the meta level (on the base).
3. Fixed lighting on the meta level.
4. Fixed the infinite training level, now it is not infinite.
5. Fixed statistics on the training level.

Other

1. Removed the "Danger" sign for enemies with a bomb.
2. Added time slowdown upon victory and defeat.