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Game
Carnage in Space: Crucible
2 months ago

It's finally here! Enjoy the story of Crucible again from a new perspective - that of the relentless mechanized alien warrior Tuhrahkkkii!

This update comes with a fully-developed 2nd playable character, and LOADS MORE!


This update comes with a fully-developed 2nd playable character, a full selection of alternate weapons and upgrades to buy, brand new levels and bosses, and new collectibles and achievements to hunt down! Additionally, this update has new music, a new pause menu, graphical improvements, and LOADS of bugfixes and balance changes.

== New Content ==

* Added Tuhrahkkkii's story with 3 new levels

* Added all of Tuhrahkkkii's weapons and upgrades to the shop

* Added new codex pages to collect

* Added 6 new Steam achievements

== Audio ==

* Added new music to Chapter 3 and Chapter 7

* Fixed the music cutting out after returning from Settings

* Fixed one of the final boss's SFX looping endlessly after reloading a checkpoint

== Cutscenes ==

* Changed many lines of dialogue across many cutscenes

* Added acceleration/deceleration to character movement in some cutscenes

* Fixed a bug where rapid-clicking the enter/ok button could break some cutscenes

* The two mobsters at the beginning of Prologue (N) now stand still properly when they stop moving

* Fixed the entrance animation in Chapter 3... again

* Removed some unnecessary lighting in the Chapter 3 outro

* Any status effects (and their visual effects) on the player or enemies get removed when a boss intro/outro cutscene begins

== Graphics ==

* Slightly shrunk the game's viewport to look pixel-perfect on 1080p or 4k screens

* Added a new Display mode setting to enable pixel-perfect display with letterboxing (on non-1080p/4k screens)

* The heat haze effect now scales better to small screens, or disables entirely if the screen is too small

== Player/Weapons ==

* Adjusted Tuhrahkkkii's hitboxes to reduce the chance of getting hurt jumping by a spike

* The player will no longer enter a falling state while standing on a moving platform

* Special attacks now grant brief invulnerability after ending

* Nightmare's special attack now aims downwards if no valid targets are on-screen

* Adjusted the Vibrosword combo attack animation to feel more fluid

* Slightly buffed the fire rate of the Rapid powerup in Chapter 5

== Level ==

* It is once again possible to access the firing range beneath the shop

* Fixed a softlock in Chapter 1 challenge mode if you go through the alley

* In dark levels, the light around enemies/items fades out gradually upon death/collection/despawning

* The missiles in Chapter 5 have more health, but move more slowly

* Added extra graphic/audio effects when missiles are missed or launchers are destroyed in Chapter 5

* Added a new NPC to Dunest Spaceport after a certain point in the game

* The starting point for Chapter 6 is now marked on your HUD

== Enemies ==

* If Lucky Break is equipped, enemies have a VERY small chance of dropping new gold health/ammo packs

* Adjusted enemy AIs so they won't get stuck on platforms near hazards

* Certain types of enemies won't start moving until the first time they appear on-screen

* The final boss is now vulnerable to Nightmare's Stealth Attack (back strike) in the back of its head

* The final boss sits still longer after a body slam

* The final boss's claw attacks no longer hurt you after they stop moving

* Adjusted the minions that spawn in the final boss fight to be easier

* Fixed flying enemies moving too far vertically from their starting points

* Acid sprays and other projectils are now blocked by platforms

* Prevented Flyboy from attacking while stunned

* Killbots are now vulnerable *after* they attack, not before

== Gameplay ==

* Health/item packs now go flying when dropped by enemies

== Interface ==

* Redesigned the game's logo

* Redesigned the pause screen

* Added the Move List menu, accessible from the pause screen

* Fixed the spinning sword in the title screen not swapping out to reflect the last played character

* Redesigned the functionality of some toggles in Settings that have more than 2 states

* Adjusted the shape of several sprite font characters

* Adjusted the letter spacing of most on-screen text

* Added a player selector in the Arena and Challenge Mode menus

* The challenge mode selection menu now displays the total stars earned

* Arena HUD shows the time elapsed

* Updated the arena complete menu

* Arena highscores are now saved separately per character



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Chapter 6 (T) is DONE!

Tuhrahkkkii's story is nearly finished. Only a few more tasks to clean up before I can present the 2.0 release to all of you!

(Screenshot provided free of context)

ALL DEVELOPMENT on the 2.0 release is NOW DONE!

YES!

All that's left now is the promo art and the trailer, then you'll be getting your hands on it very soon.

UNLEASH THE BEAST.

This is Tuhrahkkkii's final alternate weapon, the Beam Claws. These emphasize quick burst damage and hit-and-run tactics. They also pair nicely with the Grappling Hook, but I was too busy kicking fools here to show that off.

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Aaaaand, we're back! Development on phase 3 (the final phase!) has begun, with Kodon's last weapon: The Beam Flail!

This is a clumsy but powerful weapon. It has a very long reach and hits hard, but it's not fast. Use it on enemies too close for your gun!

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Yesterday I implemented a new build method for the game that reduces the download size by 75%! Wow!

But that's not particularly exciting to look at, so enjoy this new shop artwork for the Sawblade Boomering as well.

And here's the shop animation for last week's new flail weapon.

Its jump attack hits a wide area, making it perfect for swatting flying enemies!

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Did I ever tell you that this game is actually fully rendered in 3D???

...Well, it isn't. Anyway, perspective is hard but I managed to get this new shop image drawn up.

Mmm, toasty.