Demo 6 release!
Here is a new demo! As always, you can get it here :
https://mknight.itch.io/remote-weapon-gunfencer
Compared to the previous itch.io release, it adds a lot of stuff, including the Stage 3, but also a lot of audiovisual effects and re- balancing, as the Stage 1 boss and Stage 2 have been modified and ajdusted. Given that the previous version was a few months old, the changelog is pretty huge.
Unfortunately, I
haven't yet found properly fitting placeholder music, so there isn't
any BGM in the game.
Changelog :
-[FEATURE] Added child enemy mechanic : some enemies/bosses spawn child enemies that inflict damage on the enemy that spawned them when they are killed
-[FEATURE] Medals now behave like the Dangun Feveron discomen, with almost every enemy dropping a medal and them moving to a side before boucing and going in the other direction. There is no penalty for missing a medal though.
-[FEATURE] Added a 1-Up and an extend item
-[BUGFIX] Stick axes inversion option for Arcade sticks
-[BUGFIX] Fixed scaling errors in the stage 2 backgrounds
-[BUGFIX] Stage 2 pink sunfish enemy properly moves more slowly if the game slows down
-[BUGFIX] Fixed the truck wheels rotation
-[ADDITION] Added Stage 3
-[ADDITION] Cake slices are spawned when you are hit to instantly recharge the bomb
-[ADDITION] Bullets have a small scale-based animation and a sound effect when spawned to better telegraph them. The bullets are harmless during that animation.
-[ADDITION] Added a visual effect in front of the mecha's machine gun when firing a shot
-[ADDITION] Added a particle effect on top of the previous indicator to better tell when the bomb is ready
-[ADDITION] Added SFX for the autobomb
-[ADDITION] The mecha's visor's 3D model also flickers with it when the player gets hit by a bullet
-[ADDITION] Updated stage intro visuals
-[ADDITION] Added boosters effects to some enemies
-[ADDITION] Added SFX to Warning sequences
-[ADDITION] Added Dialogue Boxes with some snippets during stage intros, boss intros, and boss destruction
-[ADDITION] Added background objects and events in both stages
-[ADDITION] Added Background SFX in Stage 1
-[ADDITION] Added square cursor that hovers over the current initial on the name entry screen as well as a sound effect when an initial is entered
-[ADDITION] The SFX level in the option menu dynamically changes the SFX level and plays a sound effect to give an idea of the new sound level
-[ADDITION] Pressing "Cancel" on the main menu returns you to the title screen
-[ADDITION] Added transparency effect to pause menu
-[ADDITION] The pause menu can be closed by pressing the pause button again
-[ADDITION] Confirmation menus appear in the option menus when leaving it while having unsaved changes or when trying to delete the high scores
-[ADDITION] Added tutorial sections to explain some of the new mechanics
-[ADDITION] The "Escape" key always works as a pause button.
-[ADDITION] Added disclaimer text on the title screen
-[CHANGE] Rehauled Stage 2 waves and enemies.
-[CHANGE] Boss Time bonus and boss point values rebalanced to better focus on the speedkilling and increasing the point difference bewteen a fast and a regular clear.
-[CHANGE] Adjusted cake spawning during bosses so that sword slashes give less cake slices and so that the generated items don't give points
-[CHANGE] Nerfed pink tank agressiveness to make it only fire once
-[CHANGE] Modified boss 1 patterns
-[CHANGE] Boosted the number of cake slices given by the pink sunfish enemy in Stage 2
-[CHANGE] Mid-bosses can now generate enough items to recharge the entire bomb when quick-killed
-[CHANGE] Adjusted some small enemies' behavior so that they don't fire at the player if he is very close
-[CHANGE] Various tweaks to enemy waves
-[CHANGE] Removed camera shaking when player gets hit : instead, a particle effect is played
-[CHANGE] Changed Stage 1 skybox to be more colorful
-[CHANGE] Changed stage 2 floor color scheme to be much less bland and gray
-[CHANGE] Improved Stage 1 Park bridge 3d model
-[CHANGE] Adjusted BG camera motions to be a bit smoother
-[CHANGE] Cake slices movement is more dynamic-looking
-[CHANGE] Minor optimizations to some 3d models, textures, 2 assets and tutorial sprites
-[CHANGE] Restarting the level does not reload the entire scene but properly resets all the parameters and objects. This makes restarts much faster.
-[CHANGE] Changed the Stage Select menu visuals
-[CHANGE] "Set Default Options" in the options menu only reverts the options to default without immediatly saving them.
-[CHANGE] Fixed typos in the tutorial text
Files
Get Remote Weapon GunFencer
Remote Weapon GunFencer
A fast-paced horizontal shoot'em up with a fencing mecha, colorful drones and lots of cake slices!
Status | In development |
Author | M.Knight |
Genre | Shooter |
Tags | Female Protagonist, horizontal, mecha, Score Attack, Shoot 'Em Up, Unity |
Languages | English, French |
More posts
- Demo 10Nov 06, 2020
- Demo 9 (hotfixes for Demo 8)Aug 21, 2020
- GunFencer demo 8Jul 21, 2020
- Demo 7 releaseOct 24, 2019
- itch.io demo releaseApr 13, 2018
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