v0.1.5: Elites


Kid napping, Dada coding

  1. I have reduced collision damage across the board. When your ship hits an enemy ship, you now take 120% of that ship's projectile damage. Before, it was 150%. This simply felt too punishing at higher waves and made it almost impossible to survive without at least a few Max HP upgrades, even if you had a ton of lifesteal and regen.
  2. I've added Elite enemies. Each tier has one Elite type, easily distinguishable from non-Elites because they're different colors and look a lot different. They're much stronger than normal enemies -- their stats range from 1.5x to 2x a base enemy's -- but they don't spawn that often and they are worth a little more gold and XP. The first two waves of the game will never spawn them, and then the percentage slowly climbs from 10% at the beginning to 40% on the final waves.
    1.  These percentages are likely far too high. It is NOT "Each wave that spawns has a X% chance of including an Elite," it is "Each enemy that is spawned has a X% chance of being an Elite." This means in the final rounds 40% of the enemies will be Elite. That's gonna be wild, expect that to be tuned down.
    2. I have been thinking about shortening the later round lengths, and with Elites, I may now be able to do so while maintaining the sense of endgame tension. So the likeliest end result here is that I make the Elites show up slightly less but also shorten the duration of the round.

Next thing coming up will be the free drone upgrades after every other round. Watch this space!!!!

Files

sts.zip Play in browser
Jun 17, 2024