v0.36.0
pixelpusher » Devlog
v0.36.0
Experimental mechanic: Shield powerups
- Overseers now have another health resource: shields
- Shields absorb damage before health. Damage to shields does not interrupt health regeneration.
- Shields can only be obtained from collecting shield powerups. Shields do not regenerate or decay.
- There are now two areas along the midline of the map that regularly
spawn shield powerups
- This is intended to nerf turtling during flag stalemates
- Overseers now drop a small shield powerup on death
- This is intended to (1) reward kills and (2) introduce some asymmetry to combat
- Known issues
- The bot logic for shield powerups is currently very rudimentary
Visuals
- Add an indicator for drone respawn cooldowns
- Change world boundary to a gradient
Psi-storms
- Make psi-storm damage timing consistent
- Previously, psi-storm damage ticks were activated by a shared global timer. Now each psi-storm has its own timer that starts when it is cast.
- Simplify psi-storm damage stacking
- Previously, the damage of N stacked psi-storms was proportional to sqrt(N). Now it is directly proportional to N.
UI
- Change the score tally so that it counts up instead of down
Files
pixelpusher-client-0.36.0-x86_64.AppImage 11 MB
Version 0.36.0 Feb 07, 2024
pixelpusher-windows.zip 15 MB
Version 0.36.0 Feb 07, 2024
Get pixelpusher
pixelpusher
Arcade-style 2D multiplayer team combat game with simple mechanics
Status | In development |
Author | aetup |
Genre | Action |
Tags | 2D, Abstract, Arcade, Fast-Paced, Minimalist, Open Source, Team-Based, Top-Down |
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