diff --git a/js/level.js b/js/level.js
index 061f594..ee814d0 100644
--- a/js/level.js
+++ b/js/level.js
@@ -15,7 +15,7 @@ const level = {
document.title = "n-gon";
this.intro(); //starting level
// b.giveGuns(0) // set a starting gun for testing
- mech.fieldUpgrades[6]() //give a field power up for testing
+ mech.fieldUpgrades[4]() //give a field power up for testing
// game.levelsCleared = 3; //for testing to simulate possible mobs spawns
// this.bosses();
// this.testingMap();
diff --git a/js/player.js b/js/player.js
index 846b144..1a50dd2 100644
--- a/js/player.js
+++ b/js/player.js
@@ -710,7 +710,7 @@ const mech = {
// push all mobs in range
for (let i = 0, len = mob.length; i < len; ++i) {
if (this.lookingAt(mob[i]) && Matter.Vector.magnitude(Matter.Vector.sub(mob[i].position, this.pos)) < this.grabRange && Matter.Query.ray(map, mob[i].position, this.pos).length === 0) {
- const fieldBlockCost = Math.max(0.02, mob[i].mass * 0.015)
+ const fieldBlockCost = Math.max(0.02, mob[i].mass * 0.012)
if (this.fieldMeter > fieldBlockCost) {
this.fieldMeter -= fieldBlockCost;
if (this.fieldDamage) mob[i].damage(b.dmgScale * this.fieldDamage);
@@ -718,7 +718,7 @@ const mech = {
this.drawHold(mob[i]);
//mob and player knock back
const angle = Math.atan2(player.position.y - mob[i].position.y, player.position.x - mob[i].position.x);
- const mass = Math.min(Math.sqrt(mob[i].mass), 6);
+ const mass = Math.min(Math.sqrt(mob[i].mass), 4);
// console.log(mob[i].mass, Math.sqrt(mob[i].mass), mass)
Matter.Body.setVelocity(mob[i], {
x: player.velocity.x - (15 * Math.cos(angle)) / mass,
@@ -985,12 +985,12 @@ const mech = {
mech.fieldMode = 4;
game.makeTextLog("Zero-Point Energy Field
(left mouse or space bar)
improved energy regeneration
field emitter surrounds player