V0.2.9 - Roil Changes


Hello

Alright so this one might need a bit of explaining:

  • Roil changes in terms of what roil is, does, and why it's used
    • Roil now is easier to enter and exit at low tiers and provides point bonuses for length of time spent in roil, and what tier you were in roil, as well as extra points per kill
    • The intention here is to make roil less of a punishment mechanic (though it still is) and more of a "take on more risk for more score" mechanic. You're intended to ebb and flow in and out of roil, or balance it at higher tiers for more points but more danger.
    • Score, in that sense, is now more dependant on how well you can balance roil. To compensate, roil has been made less dangerous at lower tiers.


  • Your beam now has a different firing mode if you don't fire for 5 seconds - where it can pierce up to 4 targets at 4 damage on a direct shot, or you can burn it on a converged shot to deal 16(!) damage. I will likely improve this to make it more dangerous, as I think right now it might not be worth it for the direct shot, but I want to playtest it myself and see what people think of it's inclusion in general before that.



  • Waves have now been made harder due to being able to kill faster now that you can shoot enemies off of ledges. 
    • This is also because roil depends on enemy spawns, so there's a dual reason for this here. You should find runs slightly more difficult to complete (or quite a bit more difficult to complete) but hopefully a lot more engaging now that you have to sometimes focus on good movement and draining roil/letting it accrue for points over solely bursting down as much as you can off higher platforms.



Think that's about it for now, but I'll be tweaking this quite a bit in the next few patches according to feedback. 


Cheers!

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