- Hotfix - Physics bug fixed - 15 November 2017
Hi everyone! With the last update I upgraded the Unity version, which introduced a small change in a specific aspect of the physics system which I haven't noticed, and affected the way elevators work. Should be fixed now! As I've explained in the forum, I'm including 3 new skills/upgrades in this hotfix, so you have another reason to update the game ;) Thanks for the feedback!
- Hotfix - Physics bug fixed - 15 November 2017
Hi everyone! With the last update I upgraded the Unity version, which introduced a small change in a specific aspect of the physics system which I haven't noticed, and affected the way elevators work. Should be fixed now! As I've explained in the forum, I'm including 3 new skills/upgrades in this hotfix, so you have another reason to update the game ;) Thanks for the feedback!
- What we are working on #4 - 14 November 2017
Hey everyone! I hope you are enjoying the last update which, once again, lowered a bit the difficulty of the game. This time, in several ways: more health per level gained, the health-vending machine in the mall, and a new "easy" mode selectable from the start. And maybe some side effects of the update also help indirectly. Current work: this time I cannot show any GIFs, as I'm investing more time in coding "systems". There will be new skills and upgrades (3 more are coming in the next update, at least), and finally the player customization + meta-progression systems, which include these tasks: Build the systems for the meta-score/progression (what actions grant points) Store the player's progress Add an UI to configure the initial setup Explaining to you, the players, how this works, in the game Notifying when new progress unlocks customization options Points 1 and 2 are the easiest, w…
- What we are working on #4 - 14 November 2017
Hey everyone! I hope you are enjoying the last update which, once again, lowered a bit the difficulty of the game. This time, in several ways: more health per level gained, the health-vending machine in the mall, and a new "easy" mode selectable from the start. And maybe some side effects of the update also help indirectly. Current work: this time I cannot show any GIFs, as I'm investing more time in coding "systems". There will be new skills and upgrades (3 more are coming in the next update, at least), and finally the player customization + meta-progression systems, which include these tasks: Build the systems for the meta-score/progression (what actions grant points) Store the player's progress Add an UI to configure the initial setup Explaining to you, the players, how this works, in the game Notifying when new progress unlocks customization options Points 1 and 2 are the easiest, w…
- Update #3 - Carrying things - 10 November 2017
The update was taking too long due to some problems regarding the UI (I've had to hunt some usability bugs), so I couldn't add new items to carry but the gas cylinder. But they will come soon, don't worry ;) Summary: new mechanic and changes to make it easier for everyone! (Note: rb = requested by, in case that update came from user's feedback) New Carry objects around: players can now grab some items and move them over the level New "easy" mode selectable at start: players start with improved gun and more health Health vending machines appear in the "beers" level Updates & improvements Entrances for enemies are easier to spot (rb the cat) Help menu explains about the invincibility and carrying things The tutorial no longer needs to be played (hotfix) Player's health increases even more with each level up Input remapping reworked Flamethrower balanced, as it was extremely overpowered co…
- Update #3 - Carrying things - 10 November 2017
The update was taking too long due to some problems regarding the UI (I've had to hunt some usability bugs), so I couldn't add new items to carry but the gas cylinder. But they will come soon, don't worry ;) Summary: new mechanic and changes to make it easier for everyone! (Note: rb = requested by, in case that update came from user's feedback) New Carry objects around: players can now grab some items and move them over the level New "easy" mode selectable at start: players start with improved gun and more health Health vending machines appear in the "beers" level Updates & improvements Entrances for enemies are easier to spot (rb the cat) Help menu explains about the invincibility and carrying things The tutorial no longer needs to be played (hotfix) Player's health increases even more with each level up Input remapping reworked Flamethrower balanced, as it was extremely overpowered co…
- What we are working on #3 - 30 October 2017
Hi everyone, We are working on a new mechanic -carrying things across the level. It is a minor addition that will provide new strategies in some levels. We still need to add some elements than can be carried, but right now the current development version allows to carry some gas cylinders. There has been feedback regarding both input management and difficulty. Controllers management is getting progressively fixed and improved. Difficulty will have another minor update for the next version: players will get more health each time they level up. Also, we are working on an difficulty selector, so it will make it easier to make some progress. There still more work ongoing: we are still adding some progress towards major mechanics regarding player's "meta-progression" and some new enemies (design and sprite edition right now). New enemies are still in an early development stage, but here is t…
- What we are working on #3 - 30 October 2017
Hi everyone, We are working on a new mechanic -carrying things across the level. It is a minor addition that will provide new strategies in some levels. We still need to add some elements than can be carried, but right now the current development version allows to carry some gas cylinders. There has been feedback regarding both input management and difficulty. Controllers management is getting progressively fixed and improved. Difficulty will have another minor update for the next version: players will get more health each time they level up. Also, we are working on an difficulty selector, so it will make it easier to make some progress. There still more work ongoing: we are still adding some progress towards major mechanics regarding player's "meta-progression" and some new enemies (design and sprite edition right now). New enemies are still in an early development stage, but here is t…
- Hotfix - No need to play the tutorial - 27 October 2017
Hi everyone, This is the first announcement for a hotfix -although in fact the second hotfix, after a problem with the tutorial in the first update- Just after working a bit on it, now you won't need to play the tutorial to start playing the regular game. Still, the "Tutorial" option will be the one selected by default in case you haven't played it OR you haven't passed the first level. So, as soon as you reach the the top down level, the tutorial stops being the default option. Hopefully, this eases the "pain" introduced in the last update when I made a change in the internal structure of the saved data.
- Hotfix - No need to play the tutorial - 27 October 2017
Hi everyone, This is the first announcement for a hotfix -although in fact the second hotfix, after a problem with the tutorial in the first update- Just after working a bit on it, now you won't need to play the tutorial to start playing the regular game. Still, the "Tutorial" option will be the one selected by default in case you haven't played it OR you haven't passed the first level. So, as soon as you reach the the top down level, the tutorial stops being the default option. Hopefully, this eases the "pain" introduced in the last update when I made a change in the internal structure of the saved data.
- Update #2 - Weapons, CRT effect & walking animations - 26 October 2017
Warning: your saved stats will be lost (not used in the current version). The only nuance right now is that you will need to play the short tutorial again to unlock the regular game mode. The new CRT/retro image effect is highly customizable, so play with it and share some screenshots ;). You can switch among different presets (by default the effect is subtle), or configure any of the individual parameters. I've added different textures to choose from, so you can mix them to get the vibe from your old TV. It does not pretend to be realistic, but sure brings long-forgotten memories back. (Note: rb = requested by, in case that update came from user's feedback) New Two more weapons: flamethrower (Kremator 2000) and electric gun (taser gun) CRT/retro shader, with options menu to tune and disable it (Menu under Graphics -> Retro/CRT effect settings) Option to shut off the controller's vibrat…
- Update #2 - Weapons, CRT effect & walking animations - 26 October 2017
Warning: your saved stats will be lost (not used in the current version). The only nuance right now is that you will need to play the short tutorial again to unlock the regular game mode. The new CRT/retro image effect is highly customizable, so play with it and share some screenshots ;). You can switch among different presets (by default the effect is subtle), or configure any of the individual parameters. I've added different textures to choose from, so you can mix them to get the vibe from your old TV. It does not pretend to be realistic, but sure brings long-forgotten memories back. (Note: rb = requested by, in case that update came from user's feedback) New Two more weapons: flamethrower (Kremator 2000) and electric gun (taser gun) CRT/retro shader, with options menu to tune and disable it (Menu under Graphics -> Retro/CRT effect settings) Option to shut off the controller's vibrat…
- What we are working on #2 - 16 October 2017
Hi everyone, After the first quick update with mist & some bug fixes and minor improvements, we are working with more feedback from the community while adding some new content of our own. The next update will include 2 new weapons (flamethrower and a taser-like gun). Also, the walk cycle of some enemies have been modified: instead of walking at a constant pace, some of them stumble across the levels, better representing the way they move (see GIF). Added to that, we are balancing the level results' scores (too high for single player), a retro/CRT effect, and few more things. We can expect to have the new update for the next week, although maybe the update is separated, so some of the new content arrives earlier, this week. The first long term content we are working on is the customization system -a system that will allow players to gain some experience and modify their character so they…
- What we are working on #2 - 16 October 2017
Hi everyone, After the first quick update with mist & some bug fixes and minor improvements, we are working with more feedback from the community while adding some new content of our own. The next update will include 2 new weapons (flamethrower and a taser-like gun). Also, the walk cycle of some enemies have been modified: instead of walking at a constant pace, some of them stumble across the levels, better representing the way they move (see GIF). Added to that, we are balancing the level results' scores (too high for single player), a retro/CRT effect, and few more things. We can expect to have the new update for the next week, although maybe the update is separated, so some of the new content arrives earlier, this week. The first long term content we are working on is the customization system -a system that will allow players to gain some experience and modify their character so they…
- Update # 1 - Mist & more - 13 October 2017
We have added a new feature that adds to the overall feeling of danger as you get into the city, as well as improving the tutorial (Note: rb = requested by, in case that update came from user's feedback) New Added a mist (as a "fog of war") in the top-down view, that gets thicker the deeper you get into the city Help menu added to show how to play in both modes (side, top down) and mechanics Added basic in-game help about using the vehicle (rb Nazsgull) Updates & improvements Tutorial shows a bit more information regarding how to throw grenades and how to switch weapons (rb Nazsgull) Bigger enemies and some buildings in top-down level had their health lowered, to compensate for the mist Some tiles in the hospital floors and side walls have been subtly modified to add slight variations Default music and FX volume starts at 70% instead of 100% (only for new players) (rb Nazsgull) Top-down…
- Update # 1 - Mist & more - 13 October 2017
We have added a new feature that adds to the overall feeling of danger as you get into the city, as well as improving the tutorial (Note: rb = requested by, in case that update came from user's feedback) New Added a mist (as a "fog of war") in the top-down view, that gets thicker the deeper you get into the city Help menu added to show how to play in both modes (side, top down) and mechanics Added basic in-game help about using the vehicle (rb Nazsgull) Updates & improvements Tutorial shows a bit more information regarding how to throw grenades and how to switch weapons (rb Nazsgull) Bigger enemies and some buildings in top-down level had their health lowered, to compensate for the mist Some tiles in the hospital floors and side walls have been subtly modified to add slight variations Default music and FX volume starts at 70% instead of 100% (only for new players) (rb Nazsgull) Top-down…
- Working with the feedback - 9 October 2017
Hi everyone, This week is starting a bit busy, with some new things that we want to add, some others that we want to fix. Nothing final, but we are dealing with some of the feedback from the community (tutorial, help) and something new for the top-down view: a thick mist over the city that will get things more interesting and challenging. These small changes can be expected to arrive at the end of the week, before the discount period is over, if everything goes as expected. Thanks to everyone for your feedback and support ;)
- Working with the feedback - 9 October 2017
Hi everyone, This week is starting a bit busy, with some new things that we want to add, some others that we want to fix. Nothing final, but we are dealing with some of the feedback from the community (tutorial, help) and something new for the top-down view: a thick mist over the city that will get things more interesting and challenging. These small changes can be expected to arrive at the end of the week, before the discount period is over, if everything goes as expected. Thanks to everyone for your feedback and support ;)