GameMaker: Studio

GameMaker: Studio

Surbit
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Update: 12 Sep, 2023 @ 2:17pm

Update: 29 Nov, 2022 @ 11:44am

1.5.7.1 changes:

A mini update, this is mostly just to make the weekly leaderboard not require you to click a hundred times to scroll through it

-Weekly leaderboard now shows all weeks at once, with a column showing which week the run was done on.

-Temporary Sentries now drop 50 materials when they are destroyed (again)

-Flak Turret range 278 > 294

-Minion Factory minion damage taken from enemy projectiles multiplier 0.75x > 0.5x

Update: 2 May, 2022 @ 11:18am

Update: 3 Apr, 2022 @ 12:03pm

1.5.7 changes:

Pulse towers had a tendency to create massive lag due to the amount of projectiles they create on the map. They're also rather undervalued by players to begin with due to their inconsistency. The following rework aims to solve both issues at once by transforming its projectiles from slow moving bullets into lightning fast beam projectiles.
-Pulse Tower projectile speed 2.8 > 30, base projectiles 14 > 18 (per level +2 > +3), damage per level +0 > +1.6, range 312 > 322, and their projectile speed no longer changes on levelup

MortarMissile mazes aren't really keeping up with other strategies, and this is mostly due to mortars underperforming. Giving them a sizable buff to keep them relevant, as well as a slight buff to missile shooters.
-Mortar range 336 > 376, damage 35 > 38, area of effect 90 > 108 (levelup aoe +16 > +19)

-Missile Shooter damage 16 > 16.6 (levelup damage +2 > +2.075)

Minion factories lack a niche, so giving them the ability to tank lots of enemy shots creates one.
-Minion Factory range 316 > 336, minion damage taken from enemy projectiles multiplier 1.5x > 0.75x

Mark turrets are very strong in the lategame, but this is to be expected as they're one of the best ways to reliably kill bosses. Reducing their earlygame strength means they will require more support early on.
-Mark Turret damage 10 > 8

Scatterguns don't have enough damage to compensate for their short range. Short range is part of their identity, so instead I'm increasing their dps further.
-Scattergun Sentry damage 9.45 > 10.4

In Hardcore mode players never get to fully upgrade their weapon due to runs being much shorter, so making upgrades more frequent makes sense.
-In Hardcore mode, get weapon upgrades every 6 days instead of every 8 days

A minor buff to player damage to make lategame days less risky. Players are still encouraged to increase weapon damage if they're struggling.
-After maxing your weapon, base weapon damage increases by 0.5% per day after that (this changes base damage, so all other multipliers multiply this)

Spawners are one of the least threatening enemies, and the lategame is more about high DPS than it is about area of effect clear, so giving them more chance to spawn enemies solves both issues at once.
-Spawner movespeed 2.7 > 2.5, base health 170 > 185

Boss material drops become kind of irrelevant in the lategame due to how many materials one gets during the day, so I've added scaling to it.
-Bosses' material drops now increase in value by 50 every 10 days, in addition their value is doubled in Hardcore mode.

-Sentry targeting AI should be a little less CPU intensive now

Update: 31 Mar, 2022 @ 2:01pm

Update: 27 Mar, 2022 @ 5:18pm

Update: 27 Mar, 2022 @ 11:46am

Update: 27 Mar, 2022 @ 11:25am

Update: 24 Mar, 2022 @ 7:08am

Update: 22 Mar, 2022 @ 2:49pm