Beat Blast 5.7


The web demo comes to an end. This is the last week for the full web demo. Certain parts of the demo will be stepped back and removed in anticipation of our Aug 14 Steam release date. This is the last web compete mode and to celebrate the coming release top 3 winners of the boss 3% speed run will get a free Steam key to Beat Blast. Join our discord to participate

Thank you all for the wonderful feedback and ideas. We hope you keep playing the game once we go over to Steam. If not this demo will remain up in some form. Below are all the changes and fixes to this build. Some new amazing sounding powernotes!


Audio

  • Meg&Byte's death sound has had its volume lowered
  • Game over screen theme has had its volume lowered
  • Player dodge SFX volume lowered
  • More old note tracks removed
  • New tracks have had their volume levels adjusted
  • New power note sounds added!

Visual

  • Meg’s projectiles have had their sprites updated
  • Hearts are now called “Heart” instead of “Health” in their tooltips and have had their descriptions removed

Features

  • Added a movement step to the start of the tutorial
  • Main menu and replay buttons added to play mode game over screen
  • Most ranged enemies now telegraph their attacks before firing any projectiles at the player
  • UI revamped around the music track cycling feature
  • New tutorial tool tip to explain music track changes when players collect their first sound pickup
  • If you have not beaten the Sentinel before, a tutorial laser will prevent you from entering the room without understanding the dodge mechanic

Balance

  • Base Damage stat boosts dropped from 15% to 10%, but still never deteriorate
  • Solo yellow attacks are now affected by splash radius stat boosts
  • Sentinel spike dash reworked to be faster, smoother and be more of a threat
  • Enraged sentinel no longer uses its spike dash attack
  • Enraged sentinel’s bullet spam second phase attack has larger bullets
  • Sharpshooter projectile speed boost lowered from 100% to 50%
  • Elites have had their size modifiers adjusted to prevent completely out of scale enemies
  • Circle Burst’s halves projectile scale to distract less from the player

Bug Fixes

  • Hive miniboss projectiles should appear as expected, even if they come at the player from off screen
  • Compete mode timers will use day/minute/hour instead of days/minutes/hours when appropriate
  • Worms should no longer hide behind background elements
  • We believe the issue reported with enemy arrows pointing to invisible enemies was actually those worms going right behind the background. This should have been fixed at the same time
  • Gamepad navigation in the compete menu has been improved
  • Laser + Spiral Bullet combo should hit enemies repeatedly
  • Base Damage stat boosts were not applying correctly, causing them to be significantly less effective than they were supposed to be
  • The purple tutorial targets have been moved away from the wall to prevent clipping issues
  • The yellow tutorial targets have been bunched closer together to make the sweet spot less precise
  • Choice rooms had some wonkiness in their wall colliders
  • The Sentinel’s spike dash ability can no longer land the boss in a wall
  • Fast moving projectiles should work more consistently with Echo
  • Fast projectiles can no longer skip over enemies or doorways (laser + sharpshooter specifically)
  • Echo better handles shots into corners
  • Certain AI routines could continue when the game was paused (rotating to face the player)
  • Circle Burst was firing at wonky angles with solo green notes in the column
  • Several power note sounds were not triggering with solo green notes

Comments

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(+1)

I've gotten my brothers hooked on this game! They've all wishlisted, and await for the steam release :D

Awesome, thank you for spreading the word!