Devlog | Pre-Demo Testing
Big thank you to all those who have tested the game for me and to those still waiting to test soon! My to-do list before finalising the demo is getting shorter by the week!
[h3][!] Warning to Current Testers [!] [/h3] Those with save data that pre-dates this update may experience bugs with anything that involves saving: unlockables, menu settings, level saves etc. The solution to this is to reset the save data in the settings, apologies for any inconvenience!
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[h3]What's New?[/h3]

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[h3]Bug Fixes[/h3]
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[h3]Known Bugs[/h3]
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[h3]Coming Soon / In Progress[/h3]
[h3][!] Warning to Current Testers [!] [/h3] Those with save data that pre-dates this update may experience bugs with anything that involves saving: unlockables, menu settings, level saves etc. The solution to this is to reset the save data in the settings, apologies for any inconvenience!
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[h3]What's New?[/h3]
- Mines and Chicken Warriors are now saveable objects when re-loading a wave.
- You can sell new Beasts and Traps for a full refund while in the build phase in-between waves. This refund window does not apply while a wave is in progress. Once the next wave is triggered the sell percentage will be applied for Traps and removing Beasts will result in Beans being lost as normal.
- You can change the rotation of Traps for Free! Change the targeting of new directional Traps (arrows, cannons, flippers) at no cost until you start the next wave. This free period does not apply to traps placed while a wave is in progress.
- Slime boss has more HP for the tree shield and also moves quicker while in tree. Previously it moved so slowly while in the tree it was not presenting any meaningful threat.
- Trees are now removable for a cost. Exact cost will depend on the level and value of removing the tree.
- When a Tower is obscured by a tree, the tree turns transparent.
- Walls renamed to "Boxes", this name better reflects their functionality and fragility.
- I tested an enemy AI rule that caused them to attack any wall when blocked, this created easily exploitable behaviour so I dropped this idea.
- Improved enemy path indicators to more closely match enemy AI.

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[h3]Bug Fixes[/h3]
- Enemies had stopped wobbling bushes when they walked through them, this was an unacceptable bug that was urgently fixed.
- Chicken's attack range increased because sometimes he would not attack enemies.
- Mines and chicken warriors were spawning over holes, no more!
- Increased bullet speed for Snowy, should only miss very fast enemies.
- Health bars for chickens, trees and walls were not accurate when you re-loaded a wave/level, now they will be,
- Some minor graphical bug fixes.
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[h3]Known Bugs[/h3]
- Trunky seem to have a jaggy movement on the Endless map but not always.
- Occasionally Bean Beasts wont attack the final enemy of the wave, usually a rocky without shield.
- During enemy crowding - enemies sometimes walk in circles or cut corners.
- Enemies bunch up on one tile instead of spreading at the end of their path.
- Enemy shield particle effect sometimes is in wrong location (somewhere random on map)
- Some minor low-priority graphical bugs.
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[h3]Coming Soon / In Progress[/h3]
- Post-level Stats: Total Damage from Towers .
- Screenshot on completion of endless mode to show off score and layout.
- Enemy info will be locked until you defeat a certain number of them.
- "Tips" messages for either loading screen, pause menu or fail menu.
- You will be able to pop glowing mushrooms by clicking on them.
- Mines and chickens will change appearance to reflect remaining lifetime.
- Boxes will visually change to represent how damaged they are.
- Menu & UI Improvements: Map, Level Info & Info Section
- Performance Improvements (ongoing).
- Language Setting Implemented.
- Many additional minor improvements to UI and quality of life.