Major update 1.11 -> 1.2


Gathering feedback during the first week of early-access helped me a lot understand how to bring you the most amazing experience while playing Breakthrough.

This update main feature is a rework of the blood mechanics, it keep the same spirit as it was before, pushing the player to greed for gold and power, but it's at the same time more simple to understand for the new player, and way more juciy and satisfying, giving also the space for your skills to express even more.

Don't forget that the Discord is open for you to make your suggestions, I'd be happy to hear them.

Patch-note:

Gameplay

-New blood mechanic!

-> Frenzy mode: reach 100% blood and clear blood to activate frenzy

-> Frenzy give attack speed, strength, move-speed, gold bonus

-> Reach 100% blood again during Frenzy to activate Frenzy Ultra and Frenzy Max !

-> Blood decay very slow in hard, and removed in normal and easy.

-> Blood dosen't give bonus anymore, only frenzy does

-> Blood makes you slippery

-> Augmented distance at wich you receive blood

-> Removed Eye and Jam items, they aren't fitting with the new blood mechanic

-> Removed Blood item from the shop, they aren't fitting with the new blood mechanic

- Difficulties renamed: Standard -> Hard, Easy -> Normal, Easier -> Easy

- Default difficulty is now Normal

- Dashes physics improved.

- Challenge room now have only three waves, but very intense

- 5 level of difficulty instead of 10, (there wasn't enough differences from one difficulty to another)

- The 5 Level of difficulty are bound to the difficulties easy/normal/hard, (you can be 5/5 in normal but 1/5 in hard)

- Removed additional "surprise" spawn, because sometimes you could miss it by teleporting,

Therefore loosing xp and gold without knowing.

- Curve of Boss health through the level of difficulties improved

- Projectiles are found less often but in a greater quantity

- Reduced RNG regarding price shop, drop rate, and jars amount

- Active items cannot be found twice in the same run

- Items are gathered automatically after 3 seconds

- Round projectile sprite better show their actual hitbox and are more visible

- Improved and shortened tutorial.

Balance:

- Player hitbox size slighlty reduced

- Boss n°2 at low level of difficulty nerfed: frequency of invocation lowered

- Monsters amount balanced across the biomes

- Hand projectile speed up

- Dark Larva now also launches projectiles

- Dark Larva health improved +25%

- Dark Blob now also launches projectiles

- Chackled health improved +50%

- Crawler blood slippery removed, slow instead

- Earth dash slighlty nerfed (slow duration decreased)

- Coconut cooldown increased: 5s -> 7s

- Dash fire up: tick number 30 -> 40 (AoE last longer)

- Dumbbel up strength given: +5 -> + 6.2, number monsters max: 7 -> 10

- Slippers buffed attack speed: 8 -> 16, duration: 1.2 -> 1.6

- Nuts (projectile making a circle) Damages buff: +25%

- Lentils pattern modified, it's now a decent projectile

- Ant projectile buff, more DPS

- Worm projectile buff, more DPS

Bugs

- Buff/Debuff are correctly showing even when energy or life is full.

- Reduced number of worms in the worm projectile because DoT in great quantity is source of lag, (Optimizations will be made on DoT).

- Getting out of range of the spell shop no longer close inventory if the spell shop isn't open

- Terrain border shader now display the same regardless of the window resolution

UI/UX

- Blood bar is now displayed under Life bar.

- EXP is now displayed on the top of the screen

- No more need to unplug controller to play with mouse and keyboard.

- When using the last projectile of a kind, switch back to the rock instead of another projectile.

- Removed the select projectile 1, 2, 3 ... from the keymapping menu

Sounds

- Removed Malicious and Last Hope from the main soundtrack, because they are too chill, more musics will be added in the future.

- Tutorial now has musics: Malicious and Last Hope.

Files

breakthrough-windows.zip 439 MB
Version 1.20 Aug 26, 2022

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