Release 0.03.00 - Boss Bars, WIP Enemies, QOL Changes, and Green Grubs.

DuckLaserDuck

The juiciest roguelike, bursting with bright colors, massive explosions, and flashy VFX. Unlike other games that limit your synergies, DuckLaserDuck throws the doors wide open. With a vast arsenal of upgrades at your disposal, you can craft wild, overpowered combos without restraint.

[h1]Patch Notes[/h1] [h3]Update 0.03.00[/h3] [h2]GREEN GRUBS[/h2] Green Grubs, are a new permanent currency for unlocks. They drop from bosses and are used to get permanent upgrades/unlock more upgrades. Right now they're work in progress, but you can collect them to your hearts content. They're saved between sessions, so they really mean something. [img]https://i.imgur.com/x6Iy5Ss.png[/img] They come with a nice tracker right above your worms too. [img]https://i.imgur.com/Hyryf4U.png[/img] You will get even more Green Grubs from winning. Yes, there will be a wincon soon! Something like defeat 5 bosses -- of course with the option to go endless. [h2]QOL[/h2] [h3]Enemies can't hide, and neither can you![/h3] Now: [img]https://i.imgur.com/Rhz48sl.png[/img] Before: [img]https://i.imgur.com/K4ygiVu.png[/img] There's an ant hiding here :) [h3]Easier, safer rooms[/h3] I adjusted some rooms to avoid getting hit on entering, and make some maps easier. For example the crazy criss-cross laser beam room now has a wall blocking the bottom laser: [img]https://i.imgur.com/4ad55UE.png[/img] [list] [*] Now, rooms get cleared before a boss spawns, and before a shop spawns. I thought it would be fun variety to have them spawn in random rooms, but it's just buggy and hard to work with, sadly. [*] Disable traps (lasers) upon clearing the room. [*] Health pickups can no longer spawn before room 3 (no getting scammed). [*] Significantly reduced the spread of 'Chaingun'. [*] Made 'Bounce' only bounce off obstacles, that way 'Piercing' works better. [*] Added a knockback effect to 'Dash Aura'. [*] On-hits trigger on obstacles again (Sorry I broke this when I fixed 'Bounce'). [*] Added sound effect to health pickup spawn (same as upgrade spawn for now), adds just a little bit more enjoyment. [/list] [h2]Boss Bar[/h2] [img]https://i.imgur.com/X0j5nak.png[/img] Yup, added a boss bar. I was debating it, but then I remember TBOI has it, so I figured I should too. Also, the Mantis boss is now called "Meat Harvester." [h2]Upcoming Enemies[/h2] There's another boss coming soon called [spoiler]King of Worms[/spoiler] but [spoiler]he's really a snake.[/spoiler] It's certainly going to be a lot more of a traditional boss fight than the Meat Harvester Mantis, but Mantis' move-set will be getting some love pretty soon. There's an anthill coming soon too. Obviously it spawns ants. This will be the first spawner-type enemy. [img]https://i.imgur.com/mXfrlbh.png[/img] It's a very early work in progress. [h2]Balance Changes (non-QOL)[/h2] Meat Harvester boss moves twice as fast, and is a lot smaller Nerfed 'Top 1%' by a lot (it was way too strong sorry) - It now grants 1% of your worms as damage, per level, instead of 5%. [h2]Other Changes[/h2] [list] [*] Slightly modified wall texture, and some bugfixes with the sprite sorting on it [*] Adjusted ground color to be darker, just looks better. [*] Fixed upgrade requirements to actually work correctly. My bad. [*] Changed font for numbers to Chewy. [img]https://i.imgur.com/Hyryf4U.png[/img] [*] Renamed "More AOE" to "Big AOE" [/list]