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Beef Cat Ultra News

Demo Available Now! (Now More Demo!)

[h3]Beef Cat Ultra Demo is Available now![/h3]

Deja vu? If you saw the demo available yesterday post, maybe. I wasn't expecting 2,000+ demo downloads in a single day and that's insane. Thanks all!

Anyways, we got our first demo feedback which asked for more demo, and I agreed completely. So-

The demo now contains the first 6 stages, showcasing four game modes. The first meta shop. And the second playable character, Froggie! Completionists looking to squeeze every ounce out of the demo can try clearing all six stages with both characters - which is tracked and viewable in game!

Thanks all, if you liked what you played, a wishlist and a follow go such a long way for us as an unknown indie dev. Enjoy Beeflandia!

Kyle

Demo Available Now!

[h3]A Demo Is Available Now[/h3]

[h2]Get a Taste of the First Two Stages[/h2]

The Beef Cat Ultra is downloadable now! Find it on the Store page!

Beef Cat Ultra - Store Page

We are super excited to put an in-progress taster of the game out there. The demo will feature the first two stages and one playable character. As Beef Cat, explore a small piece of World 1: Funky Forest. A survival stage and a gauntlet stage are on offer and show off two sides of the coin on what to expect from BCU.

This demo is an in-progress showing and will be replaced with a more final build in time for Steam Next Fest, which will be right near our release window. The soundtrack will feature early drafts from our awesome composer - and won't be final mixed versions. Likewise, UI elements and things may change a lot too as development continues.

We wanted to put out a playable demo to help showcase what we bring to the genre to shake up the normal Survivors gameplay style. There is full controller support available as well, and should be playable on Steam Deck!

Happy playing!
Kyle

Development Blog #3: Pickups and Meaningful Boosts

Development Blog #3

[h2]Pickups and Meaningful Boosts[/h2]

Howdy again, I wanted to dive in today and rattle off some item pickups that build your character up and keep them going. I'm also gonna go into the development balance of ~how~ strong those pickups actually are - not insignificant but not easy mode. So let's go.

[h3]Assorted Pickups[/h3]

#1: Cheese

Cheese is an early-game weapon pickup. It is a straight-forward dependable weapon that seeks out the closest enemy and clobbers it in dairy goodness. Additional pickups of the cheese wedge allow it to pierce more enemies. It's a low damage output, only 1 damage, but it is a guaranteed hit.

#2: Bell

The Bell is an incredibly helpful and simple pickup. Every Bell raises your base damage by 1. In the case of a Bell and a Cheese together, you are doubling it's damage output. Very nice and good for you.

#3: Duster

The duster is another core stat builder. This one increases your chance to Dodge an enemy hit by 10%. You'll likely be taking tons of hits so even one duster pickup can mean the difference between success and being a loser.

#4: Stache

Stache increases your Intimidation. This is a more unique stat to Beef Cat Ultra and it effects the radius around you that enemies will be intimidated by you. By default your intimidation is 0. So enemies just run right up and smack you. But a Stache gives you 64 Intimidation, or a 64 pixel radius around you that all enemies will be affected by Intimidation. This will slow the enemy down or even make them run away from you!

#5: Watering Can

The Watering Can plants a little flower garden in the map every 10 seconds. It looks cute and adds some nice blue flowers to your battleground. Enemies walking on you garden suffer minor damage for being jerks. 0.1 damage. Unaffected by the Bell. Which doesn't seem useful. But the Gardens also spawn coins every few seconds. Once you have several Gardens spawning coins, you'll be raking in the level-ups.

This is just 5 of the currently 30ish items in the game, a value that will grow a bunch as development continues. The idea is to have plenty of basic easy to understand items alongside some really strange ones that change the way you interact with a run, like the Water Can (do you play more sedentary to cultivate a close crop of coins?). This all boils into the larger change I worked on this week.

[h3]Make Pickups Fun[/h3]

This should feel obvious but balance and fun are a tight rope to walk. Originally, the Duster and other core stat changers adjusted a stat by 5%. Which helped a build and meant unique things would trigger here and there, but I wanted pickups to escalate the power trip faster. So I went through this week and nearly doubled every single passive pickup's output.

The issue I had is that whenever I had a choice between a new weapon or a passive pickup, I chose a weapon. The passive pickups just didn't have enough oomph. They do now. The Dropper, which used to give your weapons a 5% chance to poison an enemy now has a 10% chance. The Bracer, which reduces your weapon cooldowns, went from about 5% to around 8%. And the rate that the Watering Can planted Gardens decreased by around 2 seconds.

These changes gave a lot of life to these passive pickups that make them a lot more alluring. It speeds the game up slightly, it makes the power trip stronger, and it decreases the sometimes brutal difficulty we had as a match lasted close to the end. The chaos is more manageable if you know what you have and how to use it the best.




So there we go! A nice brief look and discussion of several pickups. This specific format of devblog will likely be used a couple more times to continue to show off items. Next week, I want to show off some different gameplay though that isn't just your standard Survivors style. Our stab at turning the Gauntlet formula into an auto-battler will be on the hot seat! Thanks for reading! And as always, if you like what you see - please wishlist, the algorithm will be happy!

Kyle

Development Blog #2: The World Map and Controller Support

Development Blog #2

[h2]The World Map and Controller Support[/h2]

Howdy howdy, last time I introduced the main character and an idea of what the "game" was like. I feel like the minute-to-minute gameplay should make sense to anyone who's played a Survivors-type game. This time, I wanted to zero in on one of the first major things we are doing to make our unique mark on the genre.

[h3]The World Map[/h3]



The World of Beeflandia is progressed in a very traditional old-school Mario Bros style format. As you can see above, the HUD stays minimal. A couple key stats, a character swap panel on the left, and digestible iconography on the map. You can freely walk along the dotted lines and cross as many stages as you want. The only thing actually blocking you on your journey are Blocker Boys.



These bullies work for Some Big Guy and require a certain level of prestige to "pass" by them. That's a generous way of saying they smash into a cavalcade of pixels when you've proven yourself. That Blocker Boy is showing you need five clears. It's slightly cut off but in the first image, Beef Cat has access to six stages. What six you conquer and in which order is up to you. As long as you clear five of six, you can proceed further into Funky Forest (That's the name of World 1).

You can always peep your clears in the stats.



2 Clears and 1098 Gems. The gems are an over-arching currency you collect and spend at shops on the World Map for permanent stat boosts. These are small boosts but they will add up and every coin you pick up in a stage gives you 1XP in the stage and 1 Gem in the currency pool. Replaying stages you enjoy is a perfect way to farm some gems if you just need a few more HP to beat your next stage.



Stages are neatly broken down into three lines to give clear instruction as fast as possible. The stage name. The Mode. And the objective. Gauntlet is one of the main modes, of which there are several (6 and counting). In Gauntlet, I'll do a post about this soon by itself, you collect keys and battle thru enemy spawners to get to an exit portal. A totally different vibe from your classic Survival. And again, we've got 6 unique modes packed in here now.

Anyways, there is a ton to tinker with and check out on the World Map, and the game will auto-save every time you return to or leave it. Now to segway into nice feature ~

[h3]Full Controller Support[/h3]



Having the game completely playable with a keyboard or a controller was crucial, because it absolutely needs to be playable on Steam Deck. At the time of writing, the game is 100% ready to go for controllers and all in-game tutorials and control pop-ups dynamically reflect whether you plugged in a controller or not.

I tried to cover every possible base with controller support, so movement can be done with the analog stick or d-pad. And mapping otherwise is bog standard. It works, it works well, and I have played with a controller exclusively since getting it finished.



So yeah, there you go. Week 2. World Map and Controller Support. Beef Cat Ultra is easily the most fun I've had making a game, it embodies the mindset of "if I think of a weird idea for something, I add it in" and it has resulted in so many odd and wacky items I'll continue to show as the weeks go on. Please, follow wishlist or share. We are a super small team with barely anything as far an established audience and we want to have BCU in front of as many people as possible. If you like what you see but don't like sharing things, that's cool too - just pop in next week for the next devblog.

THANKS, kyle

Development Blog #1: Beef Cat and Mouse Flail, Also Level Up Improvements

Development Blog #1

[h2]Beef Cat and Mouse Flail, Also Level Up Improvements[/h2]

Howdy,

So this is blog #1 on Beef Cat Ultra and all the fun stuff going on in the game. I'm going to start at the most basic today and introduce the first playable character, the titular Beef Cat.

[h3]Beef Cat, Mouse Flail, and Ultra Effects[/h3]



Beef Cat is your default hero, boasting no particular strengths or weaknesses. Beef Cat Ultra is in the burgeoning Survivors style of games. What this means in a nutshell is that you start every stage at Lv.1 acquiring upgrades and choosing stat boosts, adapting on the fly to the needs of your situation. Every character has three level up options divided into three categories: Weapon, Survival, and Bonus. The level up screen is paced to be a fast decision that won't bog you down.

Every character has their own starting weapon, and only they can get unique upgrades for that weapon - ultimately making it function differently than it will on the other 5 characters. Beef Cat's weapon of choice is the Mouse Flail.



This destructive mouse swung by it's tail can only hit so many enemies before breaking. Picking up additional mouse flails increases the size of the mouse. Beef Cat has unique upgrades in the level up screen to increase the number of enemies the flail can strike before breaking. There's one more ace in the sleeve of each character and their starter weapon. The also titular, Ultra effects.

Ultra effects are unique to each character and their starter weapon, unleashing chaos on the screen for a brief window of time after the trigger conditions are met. As you can see the Mouse Flail gets a little bit larger.



In addition to being absolutely massive, the hit limit is removed. So when Beef Cat triggers his ultimate, the Mouse Flail sweeps the screen absolutely decimating entire hordes of enemies at once.

So yeah - each of the six playable characters has a starter weapon that they get unique upgrades for as well as a devastating Ultra skill. The goal with the different characters is to force sometimes radically different approaches to combat situations.

[h3]Notable Work Done This Week[/h3]

I want to highlight in each blog one or two changes made in-game the week the blog is posted. A fresh piece of game that I'm proud of and want to show off. This time it's the overhaul of the level-up screen's visuals.

Let's start with the original:



This was largely placeholder for most of development but I kind of got attached to the simple one word options. Play testing is good though. And our very first play tester feedback specifically mentioned wanting more info in the level-up screen. My partner also mentioned this while watching me tinker and I tend to trust her instinct. So this week, one of the goals was to finally re-vamp the screen.

This is the re-vamped level-up menu:



Not only does it pull in the three categories each character has by name, it describes the stat bonus with granular detail. I think I also still accomplished keeping a retro aesthetic despite having a much crisper and readable font. Which is good. Yay.



So yeah, this was the first little devblog! I plan on doing these weekly until launch so if you like this kinda stuff - wishlist and follow, share your thoughts. Please be kind. See you next week,

-Kyle