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MAGNUM OPUS



When UBERMOSH:OMEGA launched, it was my best work ever. Until now...because today I am updating it to ...UBERMOSH:OMEGA version 1.5!
The main focus of this update was to tweak it a bit more to make it even closer to the players' reflexes during gameplay.
How weapon follows the cursor, how much Brainclap animation will cover the screen, better Gamepad Support and fine tweaks to make it run smoother on slower machines (or people multitasking while playing).

Please test it. Have you tried finishing it with the gamepad? And hybrid controls...? Mouse aiming and gamepad running?

The game got amazing community support and feedback so far. Player's reviews are a balm to the developer's soul after hours and hours polishing content for your entertainment!

Many many thanks!
https://store.steampowered.com/developer/waltermachado

HARDBOILED


Howdy folks, my fulltime job is to develop and improve these interactive experiences we call games, focusing on hardboiled challenges that are not too time-consuming to but dense on sound and aesthetics.
Every time I launch a new game, you feedback with lots of data, impressions via Steam Hub, Achievements, Screenshots, and Steam Reviews (stuff that warms up the heart of a developer).
With the collected data I am able to develop the next steps, that can be tweaking updates, a sequel... or a Redux, ...a complex update that can change some of the game paces, but keeps a lot of the original concept without moving to the sequel ground.
Recently I launched a sequel and final volume of this series, UBERMOSH:OMEGA... a game that you really should check and it is the apex of what I think the 90 seconds gun-filled pit can be (and it is the true limit of that framework capacity).
Today I launched the WARPZONE DRIFTER ...REDUX. It should update if you have it in your library (and for new buyers). What changed?
I really like how the physics works and the wonky controls... because the "breakless drifting math" is there simulated with all the numbers... but the first room was some times more fun than the most complex tentacle party rooms, because players need space to express their drifting talent... with that in mind I decided to change all the level generation codes.
To improve the visibility while testing the game, I turned the car and trail to "lemon-green" and started the tweaks. After some days working on the gameplay, the game is way more fun and you should give it another try... and I kept the lemon-green.
Many many thanks for all the support during this journey.

PS: If you liked UBERMOSH:OMEGA and wanna nominate or review it, it would be awesome.
https://steamcommunity.com/gid/36062658/announcements/detail/1707357256121240901

PRETTY SOLID!!11!


Howdy folks, and many many thanks.
UBERMOSH:OMEGA launched, and I can not describe how fueling, rewarding, orgasmic, and emotionally healthy is a solid launch.
No bug reports, the community liked the shredders, the difficulty, the "Saint tunning" and the balance.
If you are an enthusiast of how indie games are done you already knew how "adding different characters that should make a similar final score" starts the developing journey to balancing hell.
Kore moves the gameplay to the "bullet hell inspired" ground, where you shoot a lot and have to evade a lot... contrasting a lot to the characters that can counter bullets, like Aya and Reez..., different powers, different pacing, different power curve during the match.... and a similar final score! Aya, Wook, T7, Q, Kore, and Reez! It worked, for every character. All tunes can get you to the OMEGA achievement... but the tune that gets you closer to your fight style will make all the process smoother.

The game will be ported to console in the near future, but it would not even exist without this awesome and supportive PC community, that during all these years, kindly guided the series development via Hub feedback and Steam reviews.

NU STUFF

https://store.steampowered.com/app/1181000/UBERMOSHOMEGA/

The Omega, the End, the Final Volume of the arcade series UBERMOSH will launch soon, ...it will not be my last game, but this 2015' code framework can not handle more content, and I am glad to close the series with the superfine polished gameplay of UBERMOSH:OMEGA.

To enable more enemies, with the game keeping playable, collateral changes had to be done, like power triggering balance, background saturation, hud colors, enemy AI and, editing all sounds (because more events will happen during the same time and the reverb of each sound started to muffle the others, ...it took a lot of work, but now the game is sounding better than ever, and you will be able to notice new sound elements, like bullets crashing on shields).

The new challenge asked for more gameplay flexibility... now players can tweak a bit the Saints to fit different styles of gameplay... like adding floating guns to Q, a huge sword for REEZ, a moving shield for AYA or making KORE moving blazing fast.

Instead of unlocking progression, the "Rank S inspired" system returned, with the final milestone set to 5200 KO's.
A "Perfect" match can deliver scores from 5500 to 6000, to get the final rank players will have to perform very close to perfection, but the possibility to tune the character to the players' style helps to extract the best of skills.

Visually the menu presents "grunged" versions of the characters cards, during gameplay, veterans will see that the Saints are a bit improved since Vol.7, like WOOK having autofire, a way to shoot the gun and have a 50% chance to trigger the power, the skill to cut some shields and a rare Brainclap during the match.

The OMEGA gameplay calls for more enemy management and evasion due to the increased number of enemies and a new class of enemy that can viciously use the Shredder.

It is harder, faster, more flexible and sounds better than the previous versions. I hope you enjoy to play it as much as I enjoyed making the series. Many many thanks for the amazing feedback, constant support, and overwhelming community kindness during this long journey. It is the last volume, if you have not reviewed a UBERMOSH game, the best time will be with OMEGA. Have fun!

THE LAST UBERMOSH?



Am I making the last UBERMOSH?
Yes.
There will be another after UBERMOSH:OMEGA?
No.

"The colony is glitched, and it will soon stop respawning"
The glitch elements that appeared in the previous volumes were signs of what we will have on the final chapter of this story we made together. OMEGA has more affected versions of Vol.7 characters with 2 "Class Mod" disks for each, with stuff like the Buckler: a shield that follows your aim, Boneblade: a huge Sword that can equip the melee capable characters, Celerity: that makes the saint faster than bullets, Warmup Shield, Late Shield, Autogun, Warlock Rifle, Extra Respawns... creating lots of new possibilities (just talking math, 96 gameplay variations and 16.777.216‬ possible ways to configure the all Saints on the launcher screen). The maps look glitched and new music completes the fitting. About how much stuff on the screen... previously, there were up to 50 characters (+the swarm) on screen at the same time, 49 thugs and the Saint, and no thugs with the same face on screen at the same time. Now, the no doppelgangers policy is kept, but there are up to 74 characters (+ the swarm) on screen at the same time that will try to flank, evade and beat your strategy to hit the saint (with the added long-range Shredder character to break stationary Saints) and the possibility to make over 5000 KO's during 90 seconds (above 50 per second). I am still polishing and balancing it, working a lot to make the golden key to close this series that I love so much.
Thank you all for the amazing support.
Please stay tuned,
https://store.steampowered.com/developer/waltermachado