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HEYY GUYSSS o/

After a small delay, I'm finally here with the newest update!!!

This finally introduces Luna! A critical chance oriented character which starts of with her ranged unique weapon, Moon Pin! I'm really proud of the animations I've worked on for her!!

As part of her introduction, I've also changed the style of losing illustrations, whereas the original idea of them were to be pretty "joke-y" like with the losing illustration of Nezumi, starting with Luna, each losing illustration will instead be a full on pregnant pin-up! I will be going back and re-doing Nezumi's illustration to fit this new change, but this will have to be for the next update

While animations were really hard and time consuming, another big part as to why this update is so big and in turn took me longer is a big change in re-balancing the game! This includes from reworking back-end systems such as how enemies are spawned, now also de-spawning once out of camera long enough, the behavior for enemy spawning also changing, to the actual nitty gritty statistics of enemy health, spawn rate and damage has all been changed! The balance isn't fully finalized yet as there are still some core mechanics missing such as a final boss and more enemy attack patterns, but I do believe the game has had a huge improvement in how it feels to play!

As part of this rebalancing/reworking, Girl Smell has completely changed! It used to attack ONE enemy at a time within range every x amount of time, making it a vastly underpowered close-range weapon that really didn't do much. Now, Girl smell will always attack any enemy that comes into contact at least once, and after that will keep damaging all enemies within range every 1 second (with the final upgrade reducing it to every 0.5 seconds), making it a much more useful weapon to keep enemies away from you! More details in the changelog~

As part of all these back-end changes, a much needed performance boost was given to the game, which some of the performance issues were due to bugs such as bullets not de-spawning when off screen long enough which now has been fixed, a big part of it was also efficiency of algorithms being used for sorting and finding targets for weapons/bullets, which have been now rewritten to be much more efficient!

I hope you guys enjoy the brand new update and do let me know what you think of Luna's addition and other changes!! I will be back with a devlog next week going into detail for the next planned update~

Thank you all for your support!!

Changelog:

Additions:

Luna has been added!

Starting HP : 200

Bonus stats:

+25% Allure

Moon Pin : Luna's Unique Weapon that fires a moon pin towards the facing direction before returning back, dealing damage to anything in its way!

Leave it to Chance! : Luna's Unique Passive, increases Crit chance by 2% per level!

3 Unique Sex animations with cum alts each

Losing Illustration

Characters now have a short description shown on the selection menu. (More detailed lore will be available in the gallery)

Changes:

Enemy health, spawn rate and damage have all been completely rebalanced

Enemy spawn behavior has been reworked, Enemies will now de-spawn when too far off screen and a constant flux of enemies will be spawning even when moving around the stage

Game Audio has been re-balanced to make SFX be more audible even after the fix with positioning issue

Completely reworked the animation system in the back-end, this will look the same for you guys but will allow for easier implementation of newer animations in the future

Further adjustments made to the margins & stylization of the panels introduced in the last update

Pause menu stats display now show the stats as + modifiers to keep in line with the main menu stats display, with the exception of Max HP, HP Regen, Speed, Critical Damage, Revive and Rerolls each showing the full amount

Improved sorting algorithm for finding the closest enemy, should make weapons that target the closest enemy feel more consistent as well as the game being more performance friendly

When a weapon or item is at max level, the level text will show "Lv. MAX"

Item explanations have been rewritten to no longer mention "per level" but instead just tell you how much they provide upon getting them, as to not confuse the player with "per level" meaning per player level

All characters now start with a minimum of 1.0/s HP Regen

Ara Ara nerfed

Area increased per level by 20% -> 10%

Tiddy Milk buffed

HP Regen per level + 0.2/s -> 1.0/s

Nezumi's Bonus stat has been buffed:

HP Regen + 0.25/s -> 0.5/s

Nezumi Pins' base Critical Chance has been nerfed:

Crit Rate 25% -> 2%

Toxic Relationships bonus damage has been increased:

Damage per level 5% -> 10%

Condom damage has been buffed:

Starting damage 10 -> 15

Any upgrade that increased damage by 10 -> 20

Crumpled Tissue damage has been buffed:

Starting damage 10 -> 15

Any upgrade that increased damage by 10 -> 15

Squirtplosion damage has been buffed:

Starting damage 10 -> 20

Any upgrade that increased damage by 10 -> 20

Finger Blaster damage has been buffed but Crit Chance nerfed:

Starting damage 10 -> 20

Crit Chance 30% -> 5%

Any upgrade that increased damage by 15 -> 20

Final upgrade damage increase 20 -> 40

Flogger has been buffed:

Starting damage 10 -> 15

Final upgrade damage increase 15 -> 30

Girl Smell has been reworked:

Now deals damage to any enemy upon entering range and to ALL enemies within it off cooldown, making it a much more powerful weapon now.

Cannot critical hit anymore

Any upgrade that increases Damage by 20 -> 10

Any upgrade that increases Area by 25% -> 10%

Starting cooldown per tick from 0.5/s -> 1.0/s

Lymphocutie has been rebalanced:

Starting Damage 10 -> 20

Crit Chance 10% -> 5%

Any upgrade that increased damage by 10 -> 20

Any upgrade that increases movement speed by 20% -> 30%

Final upgrade that increases damage by 20 -> 40

Health drop has been buffed from restoring 5% -> 25% health

Fixed Nezumi's Pinup art on the selection screen

Bugs:

Fixed issue where Items were showing incorrect text on upgrades:

Projectile count and Max HP both show an increase by a flat number instead of % now

Cooldown is now shown to be decreased instead of increased (attacks are faster)

HP Regen now shows the increase as a per second flat increase

Fixed issue of incorrect names being displayed on upgrades (e.g. Projectile Count was shown as proj_count)

Fixed issue where Nezumi Pins and Flogger were not displaying their critical hits correctly

Fixed issue where bullets weren't de-spawning after having been off-screen long enough

Fixed issue where sometimes Condoms were displaying the incorrect sprite

Fixed issue where sometimes Condoms were being spawned in weird rotations

Fixed issue where stats were not being correctly shown in the pause menu as it only showed the bonuses gained during the run and not the base amount as well (e.g. showing Crit Damage as 0% when it starts at 100%)

Fixed issue where SFX were not playing at the correct position, therefore cutting off the further away you were from the start of the area

Fixed issue where the after-image vfx from Nezumi Pins didn't scale with their size, making it seem like theres 2 attacks at the same time

Fixed issue where character bonus stats were being applied twice upon starting a run

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