Update 11


Update 11


What to expect in this update

This update greatly improves the combat system. Previously, there was a stark lack of enemy variety, but this is no longer an issue. The combat system is far from complete, however, as there will soon be many more weapons which all feel cleaner and smoother to use. Update 11 also comes with many technical fixes, providing better player movement and allowing development to be considerably more streamlined going forward.

There are three new levels in this patch, including a tutorial on sliding, a tutorial on charge and a general combat level. I have been reading up on level design and hopefully these levels are far more interesting to play. Going forward, I plan on making some big changes to the pace of the game. Instead of using a level select screen in the main menu, I plan on implementing an open city which the player can explore. This city will be divided into sectors, each of which is inaccessible until you kill its corresponding boss. Each level will be accessible through an entrance portal somewhere in the city. Players who explore the city beyond simply completing each level will be rewarded. I'm very excited to add this new gameplay loop into the game.

Patch notes

Movement
-tweaked sliding mechanic, now it feels much better
-sliding down slopes is now like skiing
-increased base movement speed
-charge is now more interesting

Combat
-you can now regenerate health by standing still
-droids now have randomized color schemes and sizes
-New enemy: Turret
-New enemy: Drone
-New enemy: Warden
-New enemy: Grenadier
-New gun: Grenade Launcher

Levels
-Fixed some technical issues relating to wallruning. As a result of these fixes, I've streamlined the map making process by a wide margin. Expect much longer and more intricate levels going forward.
-Started introducing props and more art in general
-Added proper tutorials
-new ball gun/shotgun level
-new space level
-new charge level

Files

SUPERCHARGED_ALPHA_11.zip 311 MB
Aug 02, 2020

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