Commit Graph

33 Commits

Author SHA1 Message Date
landgreen
e9d226259e grappling hook field
grappling hook is now a field  (work in progress)
  reworked physics to allow faster speeds, but more control
  improved rate of power up grabbing
  more player control to hook retraction rate
  changed hook shape and field image graphics
  grappling hook field coupling, more tech, bug fixes, and general polish to be added soon

aerostat - 88->100% damage in air  22-> 25% damage on ground
foam damage reduced 10%, ammo increased about 10%
after hitting an invulnerable mob (drones,spores,worms,iceIX,fleas) don't die or lose cycles
added JUNK tech: mobs! - summon 20 random mobs
added announcement of mob names in console at start of new level

bug fixes
2023-11-18 17:49:01 -08:00
landgreen
99bd1c876e dark star
community map crimsonTowers by Richard0820

new MACHO animation

tech: dark star - MACHO is bigger and damages mobs
2023-08-21 21:21:43 -07:00
landgreen
77cafe3cf0 additive manufacturing
community map ace by Richard0820

field tech: additive manufacturing - crouch while activating your field to print a throwable block
  blocks 80% faster and 80% more dense/more damage
  molecular assembler, pilot wave

inflation: 85->90% defense, 300->200% larger blocks
buckling: can spawn boosts or coupling in addition to heals, ammo, and research
2023-08-02 13:25:44 -07:00
landgreen
8a211e81ec mass production
new community levels:
  tlinat by Richard0820
  ruins by SiddhUPe

tech: mass production - tech have +3 choices to spawn ammo, research, or heals
2023-07-11 21:37:11 -07:00
landgreen
6cd2502fb5 sound-bot
new community level: dojo by weird_pusheen

sound-bot: makes phonon waves

  updated tech
drone repair -> von Neumann probe - if a drones ends near a block it will use that block to repair
quantum eraser -> metamaterial absorber: for each mob left alive after you exit a level there is a 17% chance to spawn a power up
uncertainty principle: extended to super balls
aperture: camera zooms in and out along with the skin animation

  balanced tech:
cordyceps: zombies are much smarter, faster, do more damage, and last longer
negative entropy -> self-assembly: 1 heal per 33->25% missing health on each new level
renormalization: 44 -> 46% and +3% JUNK tech to pool
parasitism: 60 -> 83% damage
non-renewables: 67 -> 78% damage
ground state: 200 -> 266 max energy
dark patterns: 17 -> 22% damage and JUNK
eternalism: 30 -> 24% damage
stimulated emission 15 -> 17% duplication
nitinol 30 -> 22% defense

bug fixes
2023-07-04 08:14:43 -07:00
landgreen
4415942b94 subway gates
subway
  start in an empty station
  station exits are blocked by a gate that opens when you press a button
  level exit spawns after you clear 4 stations
  added 2 new stations (7 possible stations)

laser-bots lasers wiggle as it aims at the target
  this is a nerf to iridescence and it looks cool

bug fixes
2023-06-24 11:34:47 -07:00
landgreen
da559f44f6 sort
pause menu can sort tech by keywords

tech: mechatronics - randomly add +(7 to 13)% damage

a few new images
bug fixes
  cherenkov radiation damage bug fixed it does much more damage and matches the description
2023-06-15 10:00:19 -07:00
landgreen
09c9e93fcf subway
level: subway
  replaces gauntlet just before the final boss
    gauntlet moved to community map pool
  subway todo:
    add a few more stations
    balance difficulty
    find bugs

surface plasmons does 50% more damage
elasticity renamed nitinol because I bought some nitinol wire and it's neat
entanglement power up no longer shows guns or fields you already have
disabled minimal HUD for training levels
reaction inhibitor 12->11% mob max health reduction

spawn.bodyRect() now can add blocks mid level without any extra code
  I think I found all the bugs this causes, but let me know if any blocks added mid game aren't colliding

community map - clock update:
  visual overhaul,live lighting, remove pendulum overlap, move with pendulum if you stand in it, debris, trap exit only opens after completing the fight, moving elements now freeze while using time dilation
2023-06-03 13:56:18 -07:00
landgreen
e418b933a6 flatland
JUNK tech: flatland - draw line of sight
  credit to Cornbread for line of sight algorithm
  a preview of future line of site content
  try it out in console:  tech.giveTech("flatland")

new images
bug fixes
2023-05-13 07:31:07 -07:00
landgreen
4f87444541 factory
factory: rewrote the end

clock gating was removed because it's annoying
liquid cooling -> refrigerant - freezes mobs after losing at least 5% health
mass-energy gets more effect from defense (0.13 -> 0.19)
ternary 84 -> 77% damage
dark patterns 15 -> 17% damage and JUNK
Maxwell's demon 3% -> 1% energy loss above max
exciton 16 -> 14% chance to drop

10% increase in overall mob health
new images
bug fixes
2023-05-07 09:30:07 -07:00
landgreen
e6e505809d underpass
new community map!! underpass by Richard0820

duplicated power ups aren't circles
metastability makes power ups triangles instead of circles
  3->4 seconds of half life before exploding
  only metastability duplicated power ups have the lighting graphic

mob's that fall off the map now die instead of just being removed
  so they can still spawn power ups
you can pick up power ups from slightly farther away (450)
  but less far away when not facing the power up (100)
  accretion has less lag at high amounts of heal power ups following you
several other bug fixes
2023-04-30 09:31:13 -07:00
landgreen
0b728fb02c minimal HUD
setting - minimal HUD
  remove: defense bar, damage bar, tech, in game console

improved text clarity on coupling
removed tech decoupling

added cloaking and sneak attack graphics
  also, the 50% defense when cloaked is now clear from the defense bar
ternary 44->83% damage but requires current gun to have ammo/3 (was any gun)
wormhole invariant: uses much less energy to pause time
standing wave has less recoil when blocking

new images
bug fixes
2023-04-26 19:36:33 -07:00
landgreen
1b23dec950 super n-gon bros
new community level - superNgonBros by DesBoot

tech: induction brake - after using a heal slow nearby mobs for 15 seconds
tech: null hypothesis - +9 damage, spawn several research after removing
reworked: strange attractor - +7% damage, +10% duplication after removing

bremsstrahlung does 50% more damage
time crystals 200 -> 150% passive energy regen
  it also tells you how much energy regen you will get
aperture (-50 to +150) -> (-10 to +110) damage
diaphragm (-33 to +100) -> (+8 to +80) defense
tungsten carbide 200 -> 222 health
CPT symmetry 30 -> 20 energy per second of rewind
quenching gives more max health, but also does more damage per over heal

final boss has 50% faster armor decay
  so it takes even more damage the longer you fight it

a few more images
some bug fixes
2023-04-16 18:04:54 -07:00
landgreen
2e76b5c181 surface plasmons
retrocausality drains 30% less energy as time rewinds, but each time you start to rewind you drain 30 energy
  no longer provides immunity for 1 second after exiting rewind
  spawns 20% fewer bots

deflecting changes
  shielded mobs take 50% more energy to deflect
  deflecting shielded mobs now only disables your shield for perfect diamagnetism and not for very long
  you can deflect any mob if you have at least 5% energy, but if deflecting brings you below that your shield is disabled for 1 second
    also you can't passively regen energy while shield is disabled

standing wave rework
  coupling gives iceIX -> max energy
  expansion gives deflection efficiency -> +50 max energy
  spherical harmonics gives 40 -> 50% deflection efficiency
  electronegativity is a fieldTech for standing wave, wormhole, and pilot wave
    also  0.15 -> 0.22% damage per energy
  dynamic equilibrium is no longer unlocked by standing wave

tech: surface plasmons - after deflecting drains all your energy, shoot lasers in every direction

added a generic system to add code that loops for a set time
Example code:
simulation.ephemera.push({
    name: "uniqueName",
    count: 60, //cycles before it self removes
    do() {
        this.count--
        if (this.count < 0) simulation.removeEphemera(this.name)
        //run code here
    },
})

some bug fixes
also new bugs probably
2023-04-09 08:29:59 -07:00
landgreen
34e05c7ca7 bugs and images
some new images

bug fixes
2023-04-01 12:34:37 -07:00
landgreen
1752453c1d favicon
new favicon
heal power up overheals don't consume the entire heal power up

accretion works with all fields except wormhole
  (only because wormhole eat up heals so it's bad)
  spawns 6 -> 3 heals

pilot wave 1 -> 2 extra power up choices
standing wave 66 -> 150 max energy
electronegativity  0.1% -> 0.15% energy per energy  (10->15% damage at 100 energy)

a few more images
bug fixes
2023-03-31 07:32:38 -07:00
landgreen
c6144515cd accretion
field tech: accretion - health power ups follow you around and they travel with you to the to next level
  spawn 6 heal power ups
  negative mass, plasma torch

foam gun tech cavitation - more knock back, and 25% to make a foam bullet extra large and fast

foam-bots now discharge a few bullets in a stream with a long reload time
laser-bot +5% energy drain, -5% damage
nail-bot +10% fire rate
2023-03-26 19:52:07 -07:00
landgreen
3ea8bfd638 downpour and buttonbutton community maps
community map downpour by DesBoot
community map buttonbutton by ||Destabilized E||

rounded borders on no-image mode selection cards
foam gun has some recoil
new superball gun image

bug fixes
2023-03-24 19:50:45 -07:00
landgreen
e2bf9aae66 borders for no image selection menu
mob damage difficulty setting is lower
recycling now flashes green when it heals

merged cancel and research bars for single column selection
added some dark grey borders for no images selection mode

new images with midJourney V5
  spores, pilot wave, standing wave

bug fixes
2023-03-22 18:03:05 -07:00
landgreen
d00a94a22b factory
map: factory
  this is completely unbalanced, so let me know if what rough edges need to be sanded
  found on seed 47086 level 6

tech: ternary - +40 damage if any gun has ammo divisible by 3

level element: transport - horizontal moving platforms
level element: mover - stationary platform that pushes the player horizontally
  to see examples of transport and mover look in level.testing()
2023-03-04 09:37:11 -08:00
landgreen
82c0ea832b mover
tech: rebound - super balls speed up and reset duration after they hit a mob
Zectron does 100->66% damage and it drains 25% of current energy instead of health
mantisBoss is back
level element: mover - rectangular map element that pushes horizontally
  it's in a possible room for labs

new community level - staircase by ryanbear
2023-02-19 15:25:21 -08:00
landgreen
f8b4b6fde5 aerostat
tech: aerostat - +88% damage off the ground, but -22% damage on the ground
  negative mass field required

tetherBoss now has beetle babies, and immunity
skins have a unique orb for their description card
  and some new images
cloaking field has a new graphic for sneak attack on the cross hairs

new community map yingYang by Richard0820

bug fixes
2023-02-13 19:48:49 -08:00
landgreen
9402cf2fe0 elasticity
tech: elasticity - skin, does "crouch landings" a tiny bit more
  jump and move faster, +15% defense
  (replaces squirrel cage rotor)

tech: diaphragm -  skin, defense cycles between -33% and +100%
  requires aperture

tungsten carbide 150->200 maximum health
  but now does "crouch landings" a more
Zectron damage 80->100% and it does a bit less harm to player
flip-flop, relay switch are no longer skins

pause brings up the most recent in game console message
  in game console no longer fades out it just instantly goes on and off

bug fixes
2023-02-07 15:41:42 -08:00
landgreen
c9f355b225 skins
some tech come with a skin - but only 1 at a time
  tech aperture -  skin, damage cycles between -25% and +125%
  tungsten carbide - skin, +100->150 max health
  mass-energy equivalence - skin, gets a bit more benefit from defense
  CPT symmetry - skin, costs a bit less energy
  flip-flop, and relay switch and a few JUNK tech are also skins

some new images
bug fixes
2023-02-04 06:54:08 -08:00
landgreen
eb8f4b05ca SLOW OPENING DOORs, END OF THE WORLD literally
exit doors take a bit longer to open
  it's nice to take a few seconds to relax between levels
  please don't submit a bug report about this

plasma torch energy regen 6->10
perfect diamagnetism energy regen 6->5

a few more new images

tech: collider - after a mob dies smash power ups and change the flavor of one of them
  powerUps.randomize(where)
    if there is a tech,field,gun it will split into 4 small power ups
    else if there are at least 4 small power ups they have a 1/4 chance to combine into a tech, field, gun
    else a random small power up will change
2023-01-28 17:23:57 -08:00
landgreen
6472d6d99a level: lock
new level: lock
  it's a work in progress
  I'm looking for feedback:
    anything confusing?
    combat too hard/easy?
      it will probably feel hard because you don't know the map yet

images are now hidden by default for new players
time dilation 18->15 energy/s

bug fixes:
  extended CSS media rules and power up selection code to entanglement
2023-01-23 20:01:26 -08:00
landgreen
43f3cfbae5 RPG + rocket jump
tech: RPG - gains the rocket jumping effects from electric armor

eternalism no longer makes tech options have 50% opacity when choosing

some new images for cloaking tech
and some images were made brighter

bug fixes
  safari media rules css fixed
2023-01-14 19:58:59 -08:00
landgreen
9206d47f40 repeater
tech: repeater - shotgun gets another shot, and a longer fire delay
  shotgun cross hairs show when fire is on cooldown

keys 1,2,3,4,5,6,7,8,9,0,-,= switch to a gun in your inventory
Nerfed blinkBoss health and speed
sneaker mobs are immune to harm for one cycles after vanishing
experiment button new style
new images for energy, bots

bug fixes
2023-01-08 09:14:58 -08:00
landgreen
802cd90220 sentry tech
tech: cordyceps - sporangium infect mobs, making them fight for you as zombies

tech: blast ball - mines fire super balls
tech: extended magazine - sentry fires 50% more shots
  sentry works with foam, nails, or super balls

dark patterns - stacks to 9
  38->15% damage, 53->15% JUNK
electronegativity - stacks to 9
  0.12->0.1% damage per energy

bug fixes
2023-01-01 09:55:17 -08:00
landgreen
4b195589d5 window width media rules to scale cards
card images and text scale based on browser width for smaller screens

tech Zectron - super ball can damage you, but they do more damage to mobs
  superBall bullets are converted to run off generic b.superBall()

sneakers - after taking damage if sneakers are low on life they teleport to a random point from the player's history and they sneak attack again
sneakBoss - a large sneaker that can hide several times before it dies

bug fixes
2022-12-29 21:29:41 -08:00
landgreen
3cbc2c7941 new images
some image updates
single column power up choice for small screens or no image setting
2022-12-20 07:58:28 -08:00
landgreen
8b9511f975 card adjustments
card font is 10% smaller with a bit more padding on the edges
background is darker on power up selection
css border added to research and cancel buttons
JUNK images now timeout if you don't download the image in under 1 sec
  and it will not even try to download an image above 500KB
  and it will try a different random image if it's first attempt is too big
    (gotta protect our friends with slow internet)

finalBoss
  mine mode comes in waves
  orbiters mode comes in waves, and they spawn at a radius that intersects the player

several on new level tech effects now also run on each new final Boss phase
  gun stuff, many worlds, negative entropy heal spawns

perfect diamagnetism slow fall is much strong, but works better when angled like a parachute
2022-12-19 10:54:09 -08:00
landgreen
16834e95be added images
added images to tech, field, gun cards (enable this in settings)
  in progress - not all images are generated yet
  images are generated by me using midJourney plus significant post processing

random research power ups are 20% more common per level
global difficulty balance: player takes a bit less damage
mutualism: 0.5->1 borrowed health for 250->300% more spore damage

harpoon can still fire when out of energy, but slower
harpoon fire cooldown no longer triggers when the harpoon returns
  it's just a flat 2/3 of a second after you Fire
  improved fire rate now allows you to fire many harpoons at once until you run out of energy
default harpoon rope is a bit longer

several bug fixes and undocumented changes I forgot to list
2022-12-17 09:58:33 -08:00