V 0.9.0


Been a while hasn't it? This update was mostly to start to create the final shape of the game and curb my feature creep with an actual ending. There's definitely a LOT of stuff that still needs to be added and plenty that I'm going to be tweaking moving forward, but I feel more confident with a solid beginning and end to the game in place now. There's also a lot of changes to the defense side of the game, mostly with the slime's stats, so things might be more difficult in files that are farther along. Happy thumping!


- Added some more dialogue for weight milestones and random conversations

- Changed how NPC energy values are loaded to prevent crashes between versions

- Slime number now limited by how many buildings you have placed (purely to allow for the chance of rebuilding if your base gets annihilated, shouldn't affect spawns normally)

- Decreased energy cost of movement efficiency upgrades by 20%

- Increased effect of energy transfer rate upgrade to +50%

- Added radio tower structure to initiate end game

- Increased health of slimes

- Changed speed of slimes, some up, some down

- Slimes are now faster when far away from any buildings/player to create less delay between wave spawning and actual attack

- Slimes now try to stay grouped together and spawn more grouped together

- Decreased damage of orange slimes

- Increased damage of green and red slimes

- Fixed bug where red slimes were always travelling at their minimum speed

- All building menus now close when dialogue is happening

- Character weights saved properly even when they are being controlled

- Enemies no longer take damage while game is paused

- Laser sounds stop when game is paused

- Defensive structures energy consumption now matches the value in their description

Files

Spacethumper2 V0.9.0.zip 135 MB
7 days ago

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Comments

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(+1)

I decided to continue playing on this version just to understand what the difficulty problem was that people were facing before the updates.

From what I can tell, the Flying Purple slimes make it so that the player has to always be at the frontlines of each slime wave, as any defenses that could attack them (Assuming the player's drone isn't the only means of anti-air defense) get quickly bogged down by the quantity of slimes already attacking from the land.

Due to the large slime contingent on the ground for late game waves, the energy shield becomes a liability, due to it both requiring power to operate not being able to survive more than one or two hits from the land based slimes the closer you place them near the slime spawns or where slime waves combine into large forces (ex. Cliff Bases). The Energy shield Power is an issue, because that makes it even more difficult for the player to be able to power up more than three defenses at the frontlines, which isn't enough to survive the wave without the player present and assisting in repairs/defense.

Putting it simply, for players that don't know what they're doing, there's a fatal flaw in late game defense that boils down to walls/barriers having too little health, combined with a perceived lack of anti-air options outside of the player drone.



So, in that image, I had replaced the Guass cannon with the Ark Field Generator previously, and that defense was able to hold only because I was repairing the Energy Accumulator once I walked to the frontlines (the shield was already destroyed), and then going up to the second level to repair the solar panels as the slimes dropped 
by the purple slime damage whatever they touch as they're dropping to the ground.


But, even then, if I wasn't there, those defenses would've been annihilated. Maybe I need to just spam the basic III lasers, but at the point of the game I'm in, I have to be quick in tearing down and rebuilding defenses for experimentation inbetween waves. And that's not to mention how considerably weak the windmills are when under platforms. Though, admittedly, the picture's position is on the top leftmost cliff of the in-game map.


Anyways, that's it for me playing this specific version. Imma move on to the most current one.

(+3)

Genuinely one of the best pieces of feedback I've gotten

(5 edits)

I love all the new dialogue but the radio tower endgame is pretty difficult.

I had maxed out all upgrades and stats and I thought I had a decent defense but once I started the scan I was pushed all the way back to only having one solar panel and one turret within a minute. I manged to hold there for about 20 minutes before I gave up and let them overrun me. I decided to re spawn the radio tower to see how far I had gotten. 


42%...

I don't know if I have the patience to beat this [its turns out it was not progressing because the radio tower was destroyed...    whoops]

(P.S. oh yeah and then the game crashed)

(P.P.S Also Please allow turrets to hit flying enemies it would be soo much better)

(P.P.P.S YES I BEAT IT, the strategy i used was to just bunker down on the top level and just let the rest fall and then when the slimes calm down rebuild the radio tower)

(1 edit)

You know? Now that I came back to this game for the update, I never feel like I understand why I would want to build the Windmills when I can build the Solar Panels for more energy generation.

I know in the First game there was a "wind" mechanic where the windmills would go from normal speed, to super fast speed, to slow speed, and while that was cool to see... it absolutely made me never want to build the windmills outside of experimentation.

Maybe it'd be cool if Elevation made a significant impact for the windmills, where placing them high up would make them outperform the Solar panels... idunno.

Still: good luck with the finishing touches. I'm looking forward to 1.0's release!

(+3)

Windmills' big advantage is the ability to provide power even when under platforms, which completely block solar panels. They've got reduced efficiency under platforms, but I have been considering getting rid of that since they're already a little worse than solar panels to begin with.

(+1)

In addition to this is also their utility for energy stacking with the energy collector. Especially since you have near infinite build height. Though that ends up being for later on.

(+4)

I like the idea of even more dialog. though hearing slime buffs makes me uneasy since the whole reason I haven't returned to the game is slimes eradicating my base in seconds no matter what I built.

(1 edit) (+3)

Yeah, from what I remember it used to be kinda ok, but now I've had my base completely destroyed three times. It's like a herd of them show up whenever I start making some real progress. Maybe the dev could make an easy mode with weaker slimes? Idk.

(+2)

Yeah maybe like a more powerful AOE building or something? I really like the game but too scared to play it currently lol

(+5)

Yay More dialogue!

the reactions to getting bigger was always my favorite part of both Spacethumpers

(+5)

the only real issue with this update is the small fast red slimes.  when they spawn there is 10+ and they destroy every thing in seconds. I had a 2 floors of level 3 turrets with mark 2 arc baking them up. in less then 20 seconds gone.they may need to be nurfed a little

(+4)

And the worst thing is that it's true, I put 5 reinforced barriers and they destroyed it in 5 seconds XD