Heavenslinger 1.3


Interface and feedback changes:

  • Entirety of the UI was revamped. Everything.
  • Projectiles now emit sound.
  • Watchers now emit sound when shooting.
  • Directional indicator shows where damage came from.
  • Enemies glow slightly when they take damage.
  • Melee Triangle enemies now emit sound when attacking.
  • Levels now grant you a rank from D to S depending on the speed and score obtained.
  • Watcher reveal sound was replaced.
  • A training dummy is now available in the start of every level so you can test the game without pressure!

Gameplay changes:

  • The invisibility, dash and combo system were entirely revamped: The player can only do 3 dashes. Attacking with a weapon different from the previous one adds a COMBO RANK, from D to S(D,C,B,A,S). At S RANK any dash will turn the player invisible temporarily.
  • Melee Triangles now cast an area attack with a slight delay when touching the player. This should telegraph and warn players if they come from behind.
  • When falling off the map the player now takes 45 damage instead of dying. They cannot die even if they are below 45 health! No more falling off and losing progress because of a silly mistake.

Visual changes:

  • All of the weapons were remade and revamped.

Bug Fixes:

  • The player can no longer change weapons while the game is paused.
  • Changing weapons with the scroll wheel doesn’t take forever anymore.

Known issues:

  • Sounds still play even when the player is dead.
  • The Rank display in the main menu displays the last time for a level, not the fastest.

Wow! This was a big one! If you didn’t know, we were invited to BIG FESTIVAL last month, a Brazilian conference for independent games! Heavenslinger was the game we got to show off, and a ton of people played it and gave feedback to improve the game.

We added some much needed visual and sound feedback in the game, hopefully the game will be better to understand. The major system changes were due to some conflicting design ideas behind the invisibility, so we turned it into an offensive reposition tool instead of a defensive one, but only as a reward for those who can combo and weapon switch effectively.

We have another update after this one coming, wich will address some level design issues and squash some of the bugs that are still around, so stay tuned for more!

Special thanks to everyone who played it at BIG FESTIVAL, thanks for the feedback, and for everything else. And a real special thanks to Julian from Seven Leaf Clover for giving some game design advice. They’re making an awesome game called Payloaders Strike wich you can wishlist on steam: https://store.steampowered.com/app/1977200/Payloaders_Strike/

Have fun!

Files

Heavenslinger 1.3.zip 153 MB
Aug 06, 2022

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Comments

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(+2)

Interesting combo rework. It definitely sounds more dynamic. Not dying when falling off is a nice addition, too.

(+1)

Alright, after playing it for a bit, here are my thoughts:
- I really liked the rank system. It works both as extra motivation to switch weapons and as a tool to see how well I'm performing.
- Finally managed to pull off that fire explosion combo! I did feel it was a bit underwhelming, though. I'd increase its radius a bit, considering that it's a bit tricky to perform and requires a good measure of planning.
- I'm not sure if it's my fault, but a lot of the time when I'm trying to push enemies off the map with the 3rd weapon, I end up hitting the ground instead. Maybe have it go through walls?
- Is there a way to recover health? Something that kind of encourages me to play in a more "cautious" way is the fact that I (as far as I know) can't heal. DOOM 2016's big thing was its Glory Kill system, and although I'm not advocating for it in this game, something akin to that (such as eliminating a monster while invisible) would be beneficial to it, imo.
- I'm not sure if it's a bug, but sometimes the enemy fired at me even though I was invisible. Caught me a bit by surprise.

(+1)

Hey, thanks a lot for the feedback.

  • One thing we were worried about the rank system was the skill floor of the game getting increased, but all the feedback so far was positive so it seems like a good change.
  • I’m wondering whether the explosion should be easier to execute or be more powerful. Increasing the range sounds good since its hard to aim it.
  • I believe it does go through walls. It also slighly pushes enemies upwards. I forgot to document it but its range was also increased in 1.3.
  • This was something we thought about a lot regarding gaining health back, but ended up deciding to keep things as they are. The combo changes were already big enough, and some levels are already going to get changed because of them. I do agree on having an extra incentive for playing aggressive when the player is low on health, but I was wondering how to do it in a different way from “Get close to heal” and how to communicate it to the player.
  • They keep firing at the spot you were last seen at. The Watcher/Sniper enemies are a bit wonky regarding their timing for firing if you get invisible, I’ll get that fixed soon™.