Impaler Gold is a fast-paced minimalistic arena shooter - now expanded and improved. Summon spikes to slay monsters, build barriers, and propel yourself into the air. Challenge yourself in this highly replayable rogue-lite shooter inspired by the classics.
Hey all!
Welcome to the [b]Update #4.5[/b]! In this ".5" update, we'll be tinkering with existing systems, rather than adding new content. This time we're taking a look at the [b]gravity,[/b] since the floatiness of the Player Character has been coming up pretty frequently since the launch.
To add some more [i]oomph[/i] to the air controls, we're introducing the [b]wall jump ability[/b]. Just press JUMP when touching a wall mid air, and you'll bounce from it ninja style!
Apart from that we're taking a look at other gameplay elements, mainly from the balance perspective. and adding some magic touches here and there.
Check out the full patch notes:
[h3][b]Major Changes[/b][/h3]
[list]
[*] Increased the overall game gravity by 50% and improved physics to feel less “floaty”
[*] Rebalanced jumping, jump pads, other values to account for change in gravity
[*] Added a wall jump ability (jump while touching a wall mid-air)
[/list]
[h3][b]Balance / Gameplay[/b][/h3]
[list]
[*] Projectiles spawned from “Bullet Time AOE” upgrade now emit shrapnel when they explode
[*] Shrines are introduced slightly later in each stage so the first one isnt a freebie
[*] No self damage with cannon explosive shots upgrade
[*] Reduce damage of sawblades to match lasers
[*] Saw blades no longer launch objects into the air
[*] Increased speed of obstacle spawning by 50% (less waiting)
[*] Monsters no longer jump or chase player if they are in a pain animation
[*] Increased barrel and offering push amount slightly
[*] Damage-stunned monsters will stop shooting
[*] Flying enemies have slightly lower shoot cooldown
[*] Changes to evil offering
[*] Evil offering jumps around and moves away from shrines
[*] No longer spits out collected pickups
[*] Range of pickup suction reduced
[/list]
[h3][b]Audio / visual[/b][/h3]
[list]
[*] Enhanced jumper sprites & animations
[*] New pain / damage sounds for several monsters
[*] Increased variety of explosion audio sfx
[*] Audio mixing enhancements
[*] Improved jump. double jump, and wall jump particle effects
[*] Improvemed explosion smoke particle effects
[*] All offerings now have a yellow glow to be more visible
[*] Increased visibility and brightness of offering destinations (shrines)
[*] Visual improvements to jump pad & booster (particles, animations, etc.)
[/list]
[h3][b]UI / UX[/b][/h3]
[list]
[*] Removed the “offering” hud elements - doesn’t look good and makes screen busy
[*] Added wall jump tooltip (#10 in the rotation)
[/list]
[h3][b]Bug fixes / Technical[/b][/h3]
[list]
[*] Fixed jumpers “charging” during tutorial while stationary
[*] Small enhancements to particle physics
[*] Fixed achievement unlock bug (kill all monster types)
[*] Fixed out-of-order icons in score summary
[/list]
That would be all for today, make sure to let us know what you think about those changes!
As always, please [b]share Impaler with your friends[/b] and [b]leave a Steam review[/b] if you’re enjoying the game to help us reach even more players.
See you in the next one.
Apptivus and Retrovibe
[h4]Join our Discord community ⬇[/h4]
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