Balance, Score competition, SFX, Framerate fixes, and more...
First of all, welcome to all the new players who have checked out the game over the last few days. It's really cool for us to see so many people playing it. We've fixed a lot of stuff in this update that we felt was really needed, and made some balance adjustments that should make the learning curve a little less steep if you're new to the genre. That's the gist of it, details are below if you're interested.
Playtesting + Balance
The playtesting feedback we received has been generally positive. The overwhelming theme was: It's a bit too hard. Based on what's been said, I've come up with some adjustments to Level 1's hard and casual modes which should make them feel a bit less overwhelming. I'll probably make similar nerfs to the difficulty of the other levels' easier modes next week.
Score competition
To my surprise, from amongst the feedback I've received so far, it seems that no one on the planet has yet beaten even Level 1 on Hard (except for me of course, I can get hundreds of seconds on that baby mode). I'd be interested to hear from the first guy that does it. Post video proof, either in the comments on itch or on our playtesting thread over on TIGSource, and I'll put you down for a free Steam key when we finally release the game on there.
SFX
We've added basic sound effects to the UI and to the game itself. It's a subtle difference, but it actually changes the feel of the game quite a lot and makes it seem more 'real' and responsive, somehow.
Framerate + Collision
Framerate is way smoother now, partly due to optimisations, and partly because we just remembered that we could change the rate of Unity's internal physics step, essentially uncapping the framerate (lol). This change was also part of a solution to a collision problem that allowed players to sometimes slip through gaps they weren't supposed to, which we think we've now resolved.
Other small changes
We've fixed a bunch of other small annoying issues, such as some visual glitchiness when new levels load and the anti-aliasing setting not being remembered between sessions, and defaulting to 0x instead of 8x (if you've only ever played the game with 0x, try it with 8x next time! It looks much prettier). We have a long list of things like this that we'll work our way around to fixing eventually.
That's all for now. We should have another update with some more stuff around this same time next week.
Peace.
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HEPTAGON
Perspective-bending Rhythm Action
Status | Released |
Author | CORE Games |
Genre | Action, Rhythm |
Tags | Abstract, chiptune, Fast-Paced, Perma Death, Pixel Art, Real-Time, Relaxing, Singleplayer |
More posts
- Steam Release is Here!Jul 15, 2020
- Steam Page, Release Date, New Trailer + Level 6Jun 16, 2020
- New Level 4Jun 01, 2020
- Small update - Balance, FixesMay 12, 2020
- New Music, Tutorial, FixesApr 20, 2020
- Level 4 is Here!Feb 18, 2020
- Progression system, polishJan 15, 2020
- Level 3 is Here!Nov 02, 2019
- Art UpdateAug 14, 2019
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