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Hi, Version 50 is out now on the public beta branch on Steam! I could have held off longer to make it more full of an update, but I decided everyone had waited long enough.

I'm exhausted so I'm not going to make the full Patreon post or patch notes today, but here are some of my thoughts on Version 50:

-- Spoilers! --

- Adamance's bridge is an inferior version of Vow, and Adamance needs more options/paths. I have to think more about what makes it unique. Besides that, the best thing I can do to give these moons more character is filling them with new scrap and enemies.

- The Old Birds are a very extreme example of the strengths and weaknesses of my design philosophy, which is just to make things because they're funny or cool without fully thinking through the design/mechanics. I had hardly any goal design-wise with the robots, and I don't know if interactions with them actually have any depth.

- The butlers, on the other hand, are one of the earliest mechanical concepts. They have become one of my favorite visual designs in the game, up with Baboon Hawks and Flower Man. I think they aren't quite dangerous enough when you understand how they work and have a full team; balancing-wise, I just keep making them faster and more eager to murder.

I'm going to have to make moving up slopes less slow, while still allowing you to get the same speed boost from running downhill; psychologically, you notice when something is convenient a whole lot less than when it's inconvenient, so this movement change feels really bad overall.

-- End of spoilers --

Overall, after a long time of revving up, I've finally returned to the level of creative energy I had in early December, which is why Version 50 is finally out. Hopefully the next updates will come out faster.

Comments

CaliberPlex

Haven't played the update yet, but perhaps you can apply Coilhead and Bracken logic to the Butler. Similar to how the instant nobody is looking the Coilhead will dart towards the nearest player, make the Butler pounce the nearest player when line of sight is broken. Make them slowly build up a rage meter like the Bracken where the criteria of how particular circumstances need to be for them to strike a lone target is becomes less demanding. So the longer they go without attacking someone, the less picky they'll be about how close a teammate is (maybe even attacking two teammates to try and kill them both so neither are witnesses) and the sooner, faster, and more likely they will strike when the correct conditions are met. Line of sight reflexes of a Coilhead and the impatience of a Bracken.

Necrofantasia

heard complaints that the disco music is too loud but i personally dont notice it being that way, but i am noticing a change in the nutcracker's volume and i find it too loud. also, the new indoor trap sometimes goes off on its own and keeps smacking the floor and its really annoying. would also be nice for it to have some connection to the ceiling instead of just floating