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🐧PENGPONG DEMO VERSION 2 OUT NOW!🐧

[p]Hello. This is Team PengPong. Today, the PengPong DEMO 2 version has been released.[/p][p]Team PengPong has reviewed the many opinions and feedback you have given us through various channels. We spent a lot of time thinking about how our game could reach more players and bring them joy. Above all, we were able to update to a new demo version that we are satisfied with internally.[/p][p][/p][p]It would be clearest to introduce the changes through gameplay, but we thought there might be some who are curious about what has changed while downloading the game, so we are leaving this update note.[/p][p][/p][p]Please enjoy reading it.[/p][p][/p][p][/p][h3]1. New Weapon 'BLOW QUISH' Added[/h3][p]This is a new weapon being introduced for the first time. Please enjoy playing with it![/p]
  • [p]The new weapon 'BLOW QUISH', which uses the \[Pickled!] status effect as its base, is added and will be unlocked when you clear Level 1 of Stage 1.[/p]
  • [p]BLOW QUISH grows larger each time it bounces, reaching its maximum size after 8 bounces. At this time, when it touches a monster, it fires thorns in all directions that inflict the \[Pickled!] status effect.[/p]
[p][/p][p][/p][h3]2. Clarification of HP Recovery Methods[/h3][p]In the previous demo version, HP was automatically recovered differently for each level. However, this artificial method of recovering HP made it difficult for players to judge whether they were actually doing well, and it was a major hindrance to understanding the gameplay, such as players not realising why the game wasn't ending even when they were getting hit by monsters.[/p]
  • [p]The automatic recovery of HP (♥) for each level has been abolished.[/p]
  • [p]Instead, players can recover HP by picking up HP (♥) and Glass Hearts (♡) dropped by monsters, or by destroying heart glass bottle structures that intermittently appear during the Wave to recover HP.[/p]
[p][/p][p][/p][h3]3. Clarification of Monster Spawn Methods and Patterns[/h3][p]In the previous demo version, as the waves progressed, more monsters appeared with messy patterns, making it difficult for players to grasp the direction of the gameplay. Also, it was hard to notice the continuous increase in monster HP, which made it very difficult for players to feel their growth even when they acquired various Items and Hyper Capacities.[/p]
  • [p]We have modified the overall level design of the game so that the waves of each level appear with a clearer monster concept.[/p]
  • [p]The monster spawning method has been changed and improved to suit the game, such as monsters appearing at specific intervals.[/p]
  • [p]Monster HP is now fixed. Instead, as waves progress and levels increase, more powerful monsters of the same concept will appear, allowing players to clearly feel their growth.[/p]
[p][/p][p][/p][h3]4. Changes to the Item System[/h3][p]In the previous demo version, there were many items with negative (minus) effects. Because of this, players didn't feel excited even when they picked up items, and we think this factor greatly hindered immersion in the game.[/p]
  • [p]We have improved it by adding tiers to items so that their impact can be intuitively understood.[/p]
  • [p]The effects of almost all items have been changed to the point where it's hard to explain them all. The most important thing is that we have greatly reduced the range of 'negative (minus) effects' among item effects so that acquiring an item is full of joy.[/p]
  • [p]Also, if you are a user who plays various games on Steam, there are items prepared that you will be glad to see.[/p]
[p][/p][p][/p][h3]5. Endless Mode (Beta) Provided[/h3][p]We are releasing Endless Mode, a new feature that wasn't in the previous demo, in this demo version. Many of you expressed your disappointment at not being able to play more when you wanted to. It is provided as a Beta so that you can experience extreme fun within the current volume of the game. We plan to observe players' usage patterns and conduct a few additional experiments during the demo period.[/p]
  • [p]Endless Mode begins after the 16th wave of each level ends. Experience it to the limit and compete with players all over the world through the more meaningful leaderboard.[/p]
  • [p]During Endless Mode, the HP and attack power of monsters, the spawn interval, and the number of monsters appearing will continuously increase.[/p]
[p][/p][p][/p][h3]6. Auto-Pickup Feature for EXP Provided as Default[/h3][p]PengPong is a more hectic and control-heavy game than you might think. To clarify the gameplay and organise the actions required for players to play immersively, we decided to enhance the convenience of the 'act of going around to pick up EXP and Chips'. We plan to collect feedback on this during the Demo period and decide how to provide it at the official release.[/p]
  • [p]EXP and Chips dropped by monsters are automatically acquired by the player. (However, HP must be acquired manually.)[/p]
  • [p]Additionally, the 'Pickup Range' increase option no longer appears in the level-up choices.[/p]
[p][/p][p][/p][h3]7. Things We Want to Brag About Lastly[/h3][p]We want to brag about several things that have been changed inconspicuously and wrap up.[/p]
  • [p]The in-game HUD has been changed. We adjusted it by considering the importance of each piece of information and the organic connection between them a little more.[/p]
  • [p]Terms within items have been unified, and the visibility of information for each stat has been improved through highlighted icons.[/p]
  • [p]Some objects and UI that were not hand-drawn have been redrawn and applied to fit the game's tone and manner.[/p]
  • [p]Smooth animations have been partially applied.[/p]
  • [p]Modifications were made to enable cleaner gameplay with the Xbox Controller.[/p]