Eat, shoot, dash, and explode your way through the cosmos in this adrenaline-fuelled arcade action game. WORMHOLE is a roguelike twist on the classic snake format featuring a stackable perk system and 100+ hand-crafted levels.
[h2]Stuff you'll see (Visuals)[/h2]
[list]
[*] Leaderboard entries that were game wins now have a lil star flair next to their placement
[*] Time Bonus popup is more prevalent
[*] Cleaner gameplay entrance
[list]
[*] Removed unnecessary UI sounds on enter
[*] Combo bar sliiiiiiides in all smooth like[/list][*] Updated game finale to be more GRAND[/list][h2]Stuff you'll feel (Design)[/h2][h3]Combo Rebalancing[/h3]
[list]
[*]Before this update combo scoring was calculated linearly as `score = combo * 100`. This essentially meant that 2 small combos (ie, 2x25) were worth the same as 1 large combo (ie. 50).
[*]Now it uses a more complicated function: [code]comboScore = (1 - cos((combo * PI)/(2 * maxComboNumber{100})) * maxComboScore{20000}[/code][list][url=https://www.desmos.com/calculator/xdb2qvyhmd]You can see a visual of this here.[/url][/list]
[*] If this freaks you out, all you need to know is that larger combos are now rewarded more heavily than multiple smaller combos.[/list][h3]Time Bonus Rebalancing[/h3]
[list]
[*] Before this update time bonuses were very simple, complete the stage under 30 seconds you get 5000 points, under 60 seconds you get 1000 points
[*] Now it's calculated using a linear function [code]timeBonus = min(maxTimeBonus{10000}, maxTimeBonus{10000} - (seconds - startTimeBonus{10}) * step{200}[/code][list][url=https://www.desmos.com/calculator/muci91b8m4]You can see a visual of this here.[/url][/list][*] Simply put:
[list][*] Under 10 seconds = 10 000
[*] After 10 seconds = -200 points per second
[*] (So at 30 seconds = 6000, at 60 seconds = 0)[/list][/list][h3]Claw BUFF[/h3][list]
[*] Claw now also drops scatter bombs on BITE action while reeling in[/list][h3]Two new Gameplay Settings[/h3][list]
[b][*] Simple Walls[/b][list][*] Makes walls blank (avoids distracting patterns)[/list]
[b][*] Slow Wormholes[/b][list][*] Makes travelling through wormholes WAAAY slower[/list][/list][h3] And then some...[/h3][list]
[*] Made porters a bit more patient in end game instead of nopeing out immediately
[*] Bumped bottom stardust trails on Zone 1-1 down one unit for better symmetry
[/list][h2]Than's Backend (Code)[/h2]
[list]
[*] Made stage hashing no longer generate every change in order to retain leaderboard identifier
[*] You can now pause and exit the game finale without breaking your run
[*] Lot of lil bug fixes
[list] [*] Fixed bug where "CHOMP" button prompt was visible in pause screen / stage outro
[*] Fixed bug where some rumble effects would still go off even when config specifies no rumble
[*] Fixed bug where stardust trail score popup values (display only) would leaks into later score popups
[*] Fixed bug where stardust autopiloting was restricting movement in dangerous moments (this has been causing a lot of end game deaths)
[*] Fixed bug where directional input mode was not allowing forward eat actions while navigating stardust trail
[*] Fixed bug where entities being held by worm were not being destroyed on zone completion
[*] Fixed bug where porters would navigate off stage if travelling wormholes near the edges
[*] Fixed bug where Sector Select minimap was improperly highlighting the last sector visited
[*] Fixed issue on low end platforms where countdown (3 2 1) would be inconsistently timed
[/list] [/list]
As always, please reach out with any questions, comments, or concerns! The fastest way is through our [url=https://discord.gg/vqCT5PdsAc]community Discord server[/url], but we are also reachable here, via email (info@pocketmoon.games), or across social media (links below).