I wanted to create new artwork to have a consistent theme for different bosses. In that spirit, here is the new artwork for the Healer and the Overseer bosses.
The healing is done with a Kiss of Health!
Nothing more to say. You will have to play to see it.
...and the overseer (eye in the sky), is now spawned from a congested nose.
Can't wait to hear what you think!
New Content
- Introducing Sector 3. This sector will be a bunch of levels that you can play in any order. Each one will have a preset crystal count. In addition, these levels may have additional restrictions. For e.g., only certain tower kinds will be permitted or certain executive actions will be locked out. So the levels in this sector will be challenge problems that can be played in any order. At this moment only one level is available. More are in the oven!
- A lot of new levels in Sector 2. Total level count across all sectors: 82. More are on the way.
Other changes
- Updated the color scheme of the Demon hand.
- Low level performance optimization to reduce memory churn
- Added sacrifice animation for all enemies, as them jump into the Healing lips or the running Nose.
- Added "Edit" button to the pause menu, so you can launch an editor for any level. (builtin, workshop or sandbox).
- Added constraint editing support in Level editor (the kind of constraints that you will see in Sector 3)
- Minor improvements to the SFX for the tower interaction, continuing the soft-pop theme from the last build
- When you used to select a tower, the camera used to move to bring that tower at the center of the view. This was a bit annoying, especially if you clicked on a tower unintentionally. Removed that behaviour.
- improvements to the Sandbox UI loading time
- Increased the resolution of map preview in loadout panel
- The entries in the Sandbox UI are now sorted in newest-first order
- Added a small panel to the gate status (the one that you see when you hover over the gate), which shows the kinds of enemies to expect in the level.
- Fixed some bugs that might have prevented spawning of diggers in some levels, upon repeat play-through
- Bug fix for any lingering tower spoils
- Fixes to level editor, so that dragging of certain widgets makes consistent changes to the terrain.
Most of the coding and artwork tasks are done for 1.0 release. Now my focus is on the level design.
Have a great weekend!