Major Update [2.07]


//// 2.07 is here and we're getting closer to the final product! ////
There is still quite a lot to do...
(We're almost done with the final contract and the end of the game!)
We kept working on polishing the game, making big balance changes to get the difficulty just right, and adding new content!


//Cocktails://
There are currently 71 cocktails!
Some prices have been tweaked.
Generally, the cost of each cocktail is reduced in an effort to make them more accessible more quickly during a run.
The visuals have also been revamped.
Some cocktails that weren't really interesting or working as intended were replaced by better and more fun effects.


//CHARACTERS://
The biggest change in this update is to the playable characters.
Stomper:
We are experimenting with an alternative gun, this one you can point like all the other characters.
It's meant to be explosive and offer some extra mobility. It has an extra-long cooldown but fires a lot of bullets.
The projectiles are actually fireballs with linger on walls and fall from them giving you the feeling of spitting fire.
Tox:
We totally revamped the visuals and mechanics of this character. He has an improved play style overall.
There is more focus on the poison clouds as the main damage dealing output.
Now every time you use the Sugar Overkill with Tox, it will empty your bullet damage and give it to your poison clouds.
His Sugar Overkill now creates a cloud on Tox constantly for a few seconds but costs more candy-ups.
The secondary ability is the old sugar overkill (a small jump and 3 clouds).

//NPC://

A bunch of character joined the pub! They will appear randomly whenever you come back to it.
-[Chip]:
He is a mutated human traveling the wastelands and collecting candy-ups. He will give you one for a cheap price!

-[Denice]:
Probably the last dentist on this planet. She will give you a healthy boost for a few sugar dollars!

-[Baudouin the Bedouin]:
A mysterious character that gives you access to your character's secondary ability!
This secondary ability costs one candy-up (from your Sugar Overkill charge meter).
Each character has a unique ability.
The first time you pay Bedouin, he will enable the usage of the secondary ability.
But that's not all. Every time you pay him again, he will upgrade it!
There is no limit to the amount of upgrades except for the cost in $ugar dollars.

Those 3 NPC will increase their cost by 50$ugar dollars every time your make a purchase.

//Religions and Cults://
The cult system has been reworked a bit to be a bit more understandable and we will continue making changes in this direction.
Now there is a "Favor" UI visual element to indicate your favor level when you are in the bar.
Also the special bonus rooms have been enhanced.

//Balance Changes//

We tweaked the numbers in general:
How much you regenerate health, how much damage you receive, and you immunity timer.

The bosses have received a "paint job" so to speak.
They are more tanky, and some of them have new abilities to make them more threatening.
Some enemies all across the board have received a similar treatment; hopefully making the fights a bit more tense.

The overheat has been changed to be a real handicap when you shoot a lot of bullets at a somewhat high rate, but shouldn't be too constricting when you are starting at the lowest power level in the run.

Enemies generally hit you harder but the player's immunity window after a hit is a bit longer.

Hazards do a bit more damage. Lava also doubles your current overheat.

//User Interface//

We are still working towards making the best UI possible without overflowing the screen with visuals.
We intend of removing or repositioning a lot of it and you can see the change in this current build if you played a previous version.
The UI has been reworked to fit the screen a bit better and to be faster/easier to look at depending on the information needed.
So it is still a work in progress but we are getting there

//Visual/audio feedback and effects//
We are adding new vfx/sfx every update. The goal is to convey as much information in an efficient way even during the most chaotic moments of the game. We are trying to make it so the player doesn't always have to look at the corner of the screen for the UI element that tells him what he wants to know. 
We added a bunch of them (Nuclear Skulls visual feedback for example) and the rest is on its way for future updates.

The future:
Right now it is still impossible to "finish" a run. The only way out is death and we intend to finally fix that in the next update!
The game will have its final contract mission to cash in all the efforts made during an intense and long run and finish it.
Stay tuned!

Files

SO:A 2.07 (Win) 190 MB
Aug 24, 2022

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