Paradox Vector Update 2.0.2

Paradox Vector

Explore impossible mazes while battling the Ancient Ones and their bio-mechanical servitors in this retro first-person, Lovecraft inspired shooter. Paradox Vector's graphics are inspired by the old-school vector graphics games of the early 1980's.

This is the largest update the game has received since it's release in 2020. There are two main changes: 1. Enemy movement has been completely overhauled. Specifically the green, spider-like robotic sentries and the flying ones that appear later in the game. Their movement used to lurch and jump a lot, and was also uncontrollably fast at times. Movement should be smooth now, and not quite as frantic. [img]{STEAM_CLAN_IMAGE}/34804890/ed1d9e46de11e066c7fbd26fab96faa5aa24d241.gif[/img] 2. The Caves and Factory levels are still in the game, but are no longer required to complete it. This is a controversial thing for me. I fully admit that these levels were a kind of afterthought, intended to pad out the game length. I acknowledge they are lacking in the early game's Metroidvania elements and are not as rewarding from an exploration standpoint. On the other hand, I like the more intense gameplay they invoke and enjoy some of the weirder areas that I came up with. [img]{STEAM_CLAN_IMAGE}/34804890/0611e5ae68107d16afa2b8872ad93b507fadccf1.png[/img] I think for existing players, this won't make much of a difference, as most of you are already aware of the issues. I am hoping that new players will find the game more streamlined on their first playthrough. Sometimes you reach a point in a game and are ready for it to be over. But sometimes you want to find that secret area and enjoy a more challenging run. Now you have both options available. Time will tell if this was the right solution to the problem.