This week we are releasing our final version of Vesuvius. Over the past week, we made one major change to the game and spent the rest of our time using user feedback and analytics that we've been collecting on play testers to balance the enemies, weapons, and shop in our game. We also updated the user interface across the game and redesigned the home ship.
This week the storyline changed and without spoiling the ending, we've added one final boss battle at the end of the game. This fight utilizes some interesting mechanics that the player should recognize.
Change Log:
Added final boss battle
Better enemies are more likely to drop better items
Bug fix in the second boss fight that lowers the difficulty on high frame rate systems
Updated starting scene to be more realistic
The player now starts with less money and can only buy limited shop items until they progress further in the game
The total player energy and health are now visible and it is more obvious when an item is used
Game-wide UI and NPC dialog updates
Added a reticle for the cursor
Redesigned ship layout
Final trailer released with help from a voice actor
New custom music for all game scenes and weapon sound effects
Special versions of the soundtracks for the boss fights
Added credits to the end scene
Balanced all player weapons and enemy hit points
Balanced enemy damage as well
Decreased attack delay on the crab monsters
Here are some examples of the new UI:
Unfortunately we did not have time to implement some features that we wish we could have done:
Add a bad ending if you lose to the boss
Automatically apply upgrades bought in the shop to avoid confusion
Make applying upgrades more visual
Add a charge up sound for the boss with a laser
Link to our Itch page: Doingtimestudio.itch.io
Link to our trailer: Youtube.com