Huge information: MORSE goes to be demoing in Steam Subsequent Fest! I am so stoked for individuals to lastly get their palms on the undertaking in any case this time.
With that in thoughts, I have been sprucing up the demo and including some final minute options that basically improve the sport:
+ Ammo fee scale: So as to add further incentive to accuracy, I’ve added a tiny scale within the backside left nook of the display screen that will increase every time an enemy hit is chained. Doing that persistently will fill the size, which quickens ammo provide. Lacking a ship with artillery or letting mines get blown up will scale back it to zero. I actually like this characteristic as beforehand competent gamers can be caught ready for ammo to fill in, however now their accuracy is rewarded with extra ammo. The bit that is immensely satisfying is it is unlocked a complete new depth to deciding when to kill enemies. Let me clarify:
Beforehand gamers would simply sit on the far aspect of the map and simply shoot enemies the second they spawned, however now due to the ammo scale there’s incentive to depart ships alive longer so you’ll be able to chain them collectively and see your subsequent goal if you hearth on the following ship.
For instance, let’s imagine you are on the furthest proper on the map, an enemy spawns, you kill it instantly. No different enemies have spawned but/moved in vary so you do not get intel of their positions. This implies you need to guess the place the following ship will spawn, risking breaking your ammo chain in case you miss.
As a substitute, ready until the enemy ship has moved throughout a grid area or two (however nonetheless in need of your mines) means if you do hearth on it, the muzzle flash reveals the following goal. So in idea, so long as they’re in vary you will almost certainly be capable to spot your subsequent goal, persevering with the chain. You too can use sluggish, closely armoured ships as a spot to intermittently hit to disclose the encompassing space with out breaking that combo.
I’ve used this very successfully to max out the size, it feels out of the blue like there’s much more depth to enemy choice fairly than capturing every thing that strikes.
+ Credit web page: Relatively than simply an “About” popup, I’ve added a devoted credit web page for the sport the place you’ll be able to see little ships passing within the background.
+ Deck of unlocks: With the in sport about web page now redundant, I’ve switched that out for a “Deck” web page that shows all of the upgrades you have unlocked to this point in your run with some further element of what every card does. Hopefully helps gamers optimise their runs a bit extra!
+ A strong buff of polish: I’ve cleaned up numerous the UI which has made an enormous distinction to the texture of play. I additionally added a bit closing display screen itemizing among the options the sport can have on launch.
I’ll submit the demo to Valve this week, fingers crossed every thing goes easily so it launches on time! Keep tuned for extra quickly.