Roil System


It's a Big One

So there was a real issue that once you got to about the 30k mark, performance DIED. HARD. REALLY BAD.

I went back and forth on this for a bit, wanting to keep the mounting pressure of all these enemies, but it's just not doable, so I've introduced a new system: Roil.

What is Roil?

"Roil" is where you've not killed quick enough to keep on top of the enemy waves. Each time you stop a wave spawning, depending on how much gets stopped, you'll accrue "roil". Gain enough, and the Roil tier will go up.

Each time the Roil tier goes up, enemies become faster, more accurate and, if you let it get to it's max at roil 10, nigh undodgeable.

I'm going to be playtesting this, but there's been a bit of a sudden increase in players (hello guys!) so I got this out to combat what might be the biggest problem right now.

Not All Bad!

There is a slight buff to the player at higher roils, which might mean you manage to beat a run now (maybe?) - at higher roil, you deal a little more damage, to help you try to clear the playing field quickly.

Again, I'll be working on this still, so please do leave any balancing thoughts wherever you can reach me - comments, discord, whatever.


Cheers!

Files

PSYCHE.zip 95 MB
40 days ago

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