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Bean Beasts News

Devlog | Pre-Demo Testing | 6th June 2024

ːsteamhappyː
[h2]What's New...[/h2]

  • Rebalance to endless mode: enemies spawn rate reduces in late-run, enemy strength multipliers adjusted.
  • Added "nemesis count" to lose screens.
  • Added "tips" to win screens so players don't miss out on the tips.
  • Added an element/status key to the enemy info page to identify the symbols more easily.
  • Added setting to allow changing the camera pan speed (WASD, Gamepad and Click n' Drag)
  • Popup info panel explains what "Snap to Tower" does in the settings.
  • Pressing back/ESC de-selects towers and hides nodes when they're active.
  • Tweaked enemy avoidance to prevent bunching up when enemies are stunned/slowed.
  • Made adjustments to the UI text size, font settings and UI scale to improve text readability.
  • Additional performance optimisations implemented.

ːsteamthumbsupː
[h2]Bug Fixes...[/h2]
  • Added protection against corrupted save files crashing the game.
  • Bug causing Choppa to get stuck has been fixed.
  • Fixed a bug causing picture to look crunchy when playing on a Steam Deck.
  • Removed inactive resolution setting of 2K from game setup screen.
  • Fixed the resolution change bug that prevented resolution change without being set to windowed mode.
  • Mud Pit hit box increased to prevent enemies cutting corners. Hit-rate has also been increased.
  • Some enemies not being stunned in late-game endless.
  • Many minor GFX fixes and tweaks.
  • Some typos fixed.


ːsteamthumbsdownː
[h2]Known Bugs...[/h2]
  • None that I am aware of, please find more!


ːsteamthisː
[h2]Coming Soon / In Progress...[/h2]
  • Upgrade option for Flipper.
  • Revamped Info section.
  • Steam cloud save implementation.
  • Save backup implementation.
  • Language setting implementation.


Cheers!

Anxious Noob.
Josh.

Devlog | Pre-Demo Testing | 30th May 2024

As always a huge thank you to all the testers who helped me improve the game! With each update Bean Beasts becomes more polished, has fewer bugs and better quality of life!

ːsteamhappyː
[h2]What's New...[/h2]

  • On Endless mode, when you finish the run you can now view the whole level to take a screenshot.
  • "Tips" added to the lose screens - giving players who may be struggling useful information that could help.
  • Boxes now have a decay effect to show damage.
  • New panel asks if you want to continue save for loaded data, now players will know what difficulty and wave will be loaded.
  • Some balancing on endless mode - should be more hectic, but you also get more cash!
  • Glowing cave mushrooms can now be popped by click.
  • Enemy info is now locked behind a kill count wall.
  • Info panels for the tutorial now gently glow.
  • Some under the hood performances improvements.


ːsteamthumbsupː
[h2]Bug Fixes...[/h2]
  • Fixed a timing error on the tutorial which caused enemies/ability panel to appear early, sometimes breaking the game.
  • Made some amendments to the resolution settings to stop the scaling issues that sometimes happened with non-16x9 screens.
  • Fixed a bug causing Snowy's mines to only do 5 damage.
  • Changed the range display - It's now a perfect circle rather than oblong (previously it was skewed to look better with the art-style, however accuracy is better than style).
  • Rider arrows were not destroying bushes.
  • Slime health bars were turning invisible when their health was low.
  • Some typos have been amended.
  • Additional minor graphical fixes.


ːsteamthumbsdownː
[h2]Known Bugs...[/h2]
  • Groups of enemies will sometimes clump together when stunned.
  • Enemy movement can sometimes be a bit sporadic.
  • Choppas occasionally get stuck if lots of walls are built/destroyed in quick succession.
  • Some minor graphical fixes needed.


ːsteamthisː
[h2]Coming Soon / In Progress...[/h2]
  • Key on the enemy info page which shows what each element/status logo means.
  • Text pop-ups to explain the settings/options and what they do in more detail.
  • WASD movement speed option.
  • Path 1 upgrade for the flipper.
  • Revamped "Info" section with updated screenshots and improved artwork.
  • Language Setting Implemented.
  • Performance Improvements (ongoing).


Cheers!

Anxious Noob.
Josh.

Devlog | Pre-Demo Testing | 24th May 2024

Hello!

Another week with a few new features added, UI has been updated, save system changed and lots of bugs fixed!

As before, if you have already existing save data the new update might cause bugs. Most notably the new scoring system values wont exist on old save data, so the game will display as if you haven't unlocked those gems when you have.

ːsteamthumbsupː[h3]What's New?[/h3]
  • Gem colours have been changed and UI for level scores updated to make the scoring system clearer.
  • The high score now remembers which gems you earned and displays them, for example 2 for difficulty and 1 challenge (before it was just a number up to 5).
  • Chickens now have a lifetime, like with ice and ghost mines.
  • Chickens and mines now flash to indicate their lifetime is nearly up.
  • Clicking on an inventory button now un-equips that button while the inventory selection screen is on.
  • Pressing Escape closes the inventory panel.
  • Completing a level then moving on will delete that level's save data - to prevent the continue button always being active for every level on the last wave.

ːsteamthisː[h3]Bug Fixes[/h3]
  • Have changed resolution settings so that the game should generate black bars rather than stretch the image or go into a game-breaking resolution - requires further testing.
  • Sometimes Bean Beasts set to strong would not target shielded enemies with low HP.
  • Trunkies seem to have jaggy movement on Endless map but not always - I believe I've fixed this.
  • One of the trees on the endless map didn't create a ground node if manually destroyed.
  • Gamepad navigation error with the "Level" button on win screen has been amended.
  • Enemy avoidance AI improved to prevent enemies walking in circles or glitching through corners during heavy crowding.
  • Enemy shield particle effect sometimes is in wrong location (somewhere random on map) - fixed.
  • Mud spitter wasn't poisoning enemies as it should be.
  • Some additional minor bugs and graphical fixes.

ːsteamfacepalmː[h3]Known Bugs[/h3]
  • Rider arrows not destroying bushes.
  • Choppas occasionally get stuck if lots of walls are built/destroyed in quick succession.
  • Slime health bars turn invisible when their health is low sometimes.
  • Some minor graphical bugs.
Be sure to let me know if you discover any others!

ːsteamhappyː[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.
  • Boxes will visually change to represent how damaged they are.
  • Language Setting Implemented
  • Performance Improvements (ongoing)
  • Many additional minor improvements to UI and quality of life.

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!


ːsteamhappyː
[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.


ːsteammockingː
[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.


ːsteamsadː
[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.


ːsteamthumbsupː
[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.

Devlog | Pre-Demo Testing | 10th March 2024

Hello!

It's been a busy week but thanks to all the new support I've felt super motivated to get the demo for Bean Beasts ready ASAP!

ːsteamthumbsupː[h3]What's New?[/h3]
  • "Next Level" added to Win Panel - no need to go back to the main menu each time.
  • UI for inventory/upgrade panel updated to show which currency is used.
  • Some re-balancing for 1-2, 1-3 and 1-4.
  • Game setup difficulty explanations are more specific.
  • Switched Snowy for Dragon in the shop and changed the Gem Cost of unlockables.
  • UI elements now darken rather than go transparent when you cannot afford them.
  • Endless Mode early waves rebalanced.
  • Ability recharge details added to info page.
  • Secondary attack unlocked at Lvl.4 information added to info pages.
  • More optimisation with animators - working through older scripts/systems to improve performance.
  • Info about Towers can now be hidden as an option from the pause menu.
  • Keyboard shortcuts and controls are displayed during pause.

ːsteamthisː[h3]Bug Fixes[/h3]
  • Spike traps' AI improved, will not strike unless there is a target to hit.
  • Fixed a bug causing some enemies to bounce off of holes instead of fall into them.
  • Fixed a couple of typos and description errors.
  • Sometimes enemies would avoid seemingly empty space causing weird pathing patterns.
  • Some enemies were resisting damage types they shouldn't have been.
  • Sometimes bushes instantly regrew on top of floor traps.
  • "New" Indicators on inventory page were sometimes appearing when they shouldn't be.
  • Other minor things.

ːsteamfacepalmː[h3]Known Bugs[/h3]
  • 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.
  • Chicken sometimes doesn't attack enemies close to it.
  • Very occasionally chicken warriors will land on top of a hole or water.
Be sure to let me know if you discover any others!

ːsteamhappyː[h3]Coming Soon / In Progress[/h3]
  • Making trees removable at a cost.
  • Menu & UI improvements: map, level info & info section.
  • Performance improvements (ongoing).
  • Post-level stats: total damage from towers.
  • Screenshot for endless mode to show off score and layout.
  • Enemy info will be locked until you defeat a certain number of them.
  • Language setting implemented.
  • "Tips" messages for either loading screen, pause menu or fail menu.
  • You will be able to pop glowing mushrooms by clicking on them.