Demo Version 1.1.000

Hi everyone! I am a solo developer, and this is my pet project. You can call me QCDev :) --- [u][b][h1]v. 1.1.000 Patch notes:[/h1][/b][/u] [b][h2]Additions:[/h2][/b] - Implemented new dialogue & story content with a script written by Ian Flynn - Added new enemy type: [b]DECIMATOR TURRET[/b] - Added new enemy type: [b]HIVE OBSERVER[/b] - Updated enemy textures. - Added the [b]PHYSGUN[/b] and [b]OVERDRIVE[/b] abilities to the shop. - Added social links to the main menu. - Introduced lighting, texture, and other graphical changes, with a primary focus on adding visual contrast between the level geometry and the background, and a secondary focus on making things look cooler. - Improved visibility for all graphical settings. - Improved level design & added secrets. --- [b][h2]Adjustments:[/h2][/b] - Reduced the intensity of the [b]ABILITIES DISABLED[/b] screen effect for improved visibility. - Reduced the brightness of various screen flash effects for accessibility reasons. - RUN ASSIST now defaults to OFF again, due to lukewarm reception. - the [b]BURST RIFLE[/b] now deals PIERCE damage instead of KINETIC damage. - The body of a [b]WEEPING EYE[/b] is now considered a weakpoint. Health was doubled to accommodate. In short, the [b]BURST RIFLE[/b] is now a more effective option against these enemies, though it's still not as ideal as the [b]SEMI-AUTO SHOTGUN[/b] or jump attacks. - Knockback values of 0 will no longer cause the player to become airborne when running across a non-floor, non-magnetic surface. - Improved tutorial text. - Improved visuals for boss beam attacks - Adjusted animation values. - Various changes to enemy damage resistance values were made in order to improve the general average effectiveness of each weapon. Weaknesses still exist, but are less pronounced, so it no longer feels like a requirement to switch weapons every time an enemy is encountered. [h3][b]DAMAGE TYPE COEFFICIENTS:[/b][/h3] [b]BUZZSAW DRONE: [/b] Energy: 1.2 -> 1.5 [b]BOMB DRONE: [/b] Pierce: 1 -> 1.5 [b]AVATAR OF ANGER:[/b] Blunt: 1 -> 1.5 [b]FLOWER OF AVARICE:[/b] Pierce: 2 -> 4 Slash: 2 -> 3 [b]WEEPING EYE:[/b] Pierce: 3 -> 2.5 Blunt: 6 -> 2 [b]WANDERING HUSK:[/b] Kinetic: 1.2 -> 1.3 Energy: 1 -> 1.2 Pierce: 1 -> 1.5 Blunt: 1 -> 1.5 [i]*These are just some examples. Not all resistance changes have been logged.*[/i] [h3][b]PHYSGUN:[/b][/h3] - Restored grapple hook functionality to the [b]PHYSGUN[/b] secret ability. This ability can now be used to traverse the level using the same mechanics as the [b]PLASMA TETHER[/b], in addition to manipulating enemies and physics objects. - Decreased the gravity scale of some enemies, making them easier to juggle combo with the [b]PHYSGUN[/b]. [h3][b]AVATAR OF ANGER:[/b][/h3] - Horizontal swipe damage (Easy & Recommended): 75 -> 50 - Horizontal swipe hitbox duration: 0.5 seconds -> 0.4 seconds - One of the summoning portals now spawns 3 [b]HIVE OBSERVERS[/b] instead of dropping a [b]WANDERING HUSK[/b]. [h3][b]SPIDER DRONE:[/b][/h3] - The [b]SPIDER DRONE[/b]'s homing missiles are now highly resistant to energy damage. As a result, the [b]PLASMA GATLING[/b] will require 2 hits to destroy each missile. This was done to reduce the effectiveness of a strategy where the player could mindlessly run around the arena using the gravity boosters while holding down the fire button. - Increased max speed of missiles. -- [b][h2]Fixes:[/h2][/b] - Improved an issue where the player could clip through the silver platforms near the [b]PLASMA GATLING[/b] item chest. - Improved issues where the player could pause the game at inappropriate times. - Improved an issue where certain menus would remain in the background listening for inputs when closed, causing memory leaks. - Fixed an issue where using the [b]PHYSGUN[/b] or [b]PLASMA TETHER[/b] could cause the player to stop registering collisions with platforms or game triggers. - Improved an issue where the player's jump attack hitbox would be disabled every time the game was saved. - Fixed an issue where an overabundance of sound effects could cause the level music to abruptly restart. - Fixed an issue where previously-destroyed breakable platforms would replay their destruction sound effect when the game was loaded. - Fixed various issues with the [b]OVERDRIVE[/b] ability. - Fixed an issue where previous control bindings would sometimes stay active after being remapped in the settings menu. - Fixed an issue where the player could use the pause button to resume the game during dialogue sequences. - Improved an issue where the [b]SPIDER DRONE[/b]'s melee attacks could deal more damage than expected. -Fixed an issue where [b]BUZZSAW DRONES[/b] would not deal damage to enemies colliding with the sawblade. - Improved an issue that caused the "Press Space To Interact" widget to remain on-screen indefinitely. [b]- Fixed an issue that caused collected item chests to always spawn their replacement currency chests instead of being deleted, regardless of how the item was obtained. [/b] [i]*To clarify: if the player buys an item from the shop, then later finds that item inside a chest in the game world, they are meant to receive a reimbursement equal to what they spent in the shop. This glitch allowed the player to earn more currency than intended. The player would receive the item for free, from a chest, reload the area, and then go back to collect the reimbursement.[/i] [h3][b]PHYSGUN:[/b][/h3] - Fixed an issue where the [b]PHYSGUN[/b] could not grab [b]FLOATING SENTRY[/b] enemy types and would instead grab their shields. - Fixed an issue where certain enemy types would not receive damage when being slammed into surfaces. - Fixed an issue where sound effects would play incessantly while hovering the beam over a surface. --- [b][h2]Known issues:[/h2][/b] - Certain graphical issues such as flashing lights or excessive bloom may occur, depending on the player's graphics settings and hardware. {HIGH PRIORITY FIX, VOLUNTEER TESTERS NEEDED} - Rarely, connecting with level geometry may cause the player to jitter. {HIGH PRIORITY FIX} - Tutorial text does not update to reflect control binding settings. {LOW PRIORITY FIX} - Controller support is broken on menus. {LOW PRIORITY FIX} - Certain animations may still be offset from their expected position in some circumstances (e.g. being too far away from the ledge while in the wall-hang state) {LOW PRIORITY FIX} - On rare occasions, when the player dies, they may be unable to respawn. {UNABLE TO REPLICATE} - A rare crash may occur when running off of ramps. {UNABLE TO REPLICATE} --- Thanks to everyone who checked the game out during TooManyGames 2023, TooManyGames 2024, SAGE 2024, and MAGFest 2025! --- Want to talk? The fastest way to reach me is through the community discord! https://discord.gg/qaRcDCEDDj Right now, there are only about 80 members-- the most active one being myself. If you're interested in sharing feedback, suggestions, or getting a sneak-peak at upcoming content, feel free to jump aboard! --- Follow me on my socials! https://twitter.com/CortexQuantum - My Twitter https://www.youtube.com/@qcdev - My Youtube https://www.patreon.com/QCDev - My Patreon https://bsky.app/profile/qcdev.bsky.social - My Bluesky https://www.instagram.com/quantum_cortex/ - My Insta