Update: I decided to open up the game for free again for now -- feel free to try it on the play page. The latest blog post brought in a lot of helpful feedback, and one of the big takeaways is that the semi-temporary graphics there now are turning off a lot of people. So I'll likely bring on an artist at some point and reconsider the Early Access thing again when that's in better shape.

The dev process was kinda prototype -> gameplay -> playtesting -> graphics (in progress), so the gameplay's a lot farther along than the rest.


Build 0030 is live

Build 0030 is now live on the play page! Here's what's new:

Guided shot

There's a new Guided Shot modifier, for mid-air projectile control. I was experimenting with making some "lock rooms" that require these, but they ended up being really fiddly to activate:

Experienced players would no doubt figure it out but new ones would probably give it the middle finger.

3 other items

I added some new one-time-use items, which I won't spoil but veterans can probably venture some guesses on:

Gameplay balancing

I made a bunch of balancing tweaks:

  • Nerfed the blue circular guys ('fast lost souls') from 6 health to 4.5 (1 health = 1 vanilla blaster hit). It's nice that they're challenging but the difficulty jump felt too steep.
  • Adjusted many rooms for less possibility of "cheapness" - hard enemies clustered next to entrances, etc.:
  • Reduced missile odds by 30% from sector 3 onward. They seem to accumulate too much late-game.
  • Buffed flamethrower damage (0.6 -> 0.8) to make it better for non-flammable enemies.
  • Buffed Spark Generator to same range as the Blaster (8 tiles), and reduced damage slightly (1.4 -> 1.3). Hopefully less of a letdown finding this weapon. I might eventually change this to an "electric modifier" like Novacat was thinking.
  • Slight higher odds of weapons / items in canisters rather than hidden in walls, which should make new players' lives a little easier (less chance of missing them and ending up underpowered later).

Miscellaneous tweaks

  • Projectile size increases more visually when damage mods are added.
  • Gut tile tweak, no more isolated "L" pieces
  • I considered making the "dropper" enemies trigger when another enemy passes under. Derek Yu (Spelunky's creator) shared a nice article on the design philosophy of the Dark Souls team, and I was thinking this could lead to some "magical moments". Unfortunately if you lure an enemy under there it'll always trigger on you first, so not a big strategic help. It'd also mess up the mechanics of most of the rooms that feature those droppers. So, tabled for now.


  • Teleport-onto-spikes is fixed.
  • The compass now only reveals the next 5 undiscovered room / secret icons instead of all of them. I also removed compass / map from the 2nd quest onward like Novacat suggested.
  • Item rooms behind missile doors weren't getting the item-specific layouts. Fixed that.

I've got some work obligations the next 1-2 weeks so time will be a little tight (I do freelance web development part-time) but I hope to get some time for game work, and at the very least a blog post. Stay tuned, and let me know if you find anything weird!

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