Update 0.1.0


Yesterday I said I wanted to start out rebalancing the game completely after Version 0.8.0 but instead I discarded the 0.8.0 and made it into a 0.1.0
I've spend a few hours rebalancing everything in the demo and now hope for faster rounds and progression.

But heres the changelog for you:

Version 0.1.0

General Changes:

  • Changed logo and name of the game
  • Added a label in the infusion screen to display how many infused pixels are in progress
  • Removed the rank system because it doesn't really do much right now
  • Added a display within an upgrade tooltip that visualizes the increment
  •  Moved the barrier start point more into the screen
  • Renamed the "Killswitch" to "Selfdestruct"
  • Centered the font
  • Added screen transitions
  • Removed the "harvester movement speed" upgrade, as it is not really relevant
  • Experimentation: Once a boss spawned, no more enemies spawn
  • Tether core does not affect bosses anymore
  • Additional pixel drop rate for the played level is now "times LEVEL" instead of "+ LEVEL"
  • Removed "Throughshot damage falloff" completely. All Throughshots now do the same damage
  • Removed the "more enemies per wave" completely
  • Reduced the boss health multiplier from 8 to 6
  • Reduced enemy health multiplier per wave from 1.36 to 1.3
  • Reduced base enemies per wave from 10 to 8
  • Reduced the time per wave from 15 to 8 seconds
  • Halved the "danger zone" size (the time when the barrier goes crazy)
  • Adjusted costs of upgrades at the beginning
  • Edited a lot of upgrades
  • Added a hint for outdated save files

Fixes:

  • Fixed the additional pixel drop rate calculation for the played level
  • Fixed a bug in which tooltips of upgrades are still getting displayed after starting a new round

Demo specific:

  • Unlocked upgrades above "Barrier matter research" upgrade
  • Removed a few upgrades from the demo
  • Limited the demo to 6 Levels

Files

Push Push Push Demo 0.1.0.exe 99 MB
4 days ago

Get Push Push Push (Demo)

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