Balance updates


Real life/work took over for a while, but I've been itching to get back into gamedev. I finally had a chance this holiday weekend to dive in, and I made some significant balance updates and other tweaks:

  • HTML version - music is now OFF by default, because sometimes it stutters or slows down a bit and just sounds wrong. You can still turn it on in preferences, and the downloadable versions have music ON by default.
  • Pistol and rifle both had significant base damage increases. I want all weapons to viable at all stages of the game, and these just weren't that effective before beyond early game before.
  • Player and friendly starting HP increased, but less so at higher difficulties.
  • Zombie starting HP increased for higher difficulties, but scales slower than before as the game goes on. End of game they'll reach about the same maximum, but this helps prevent the first few waves being way too easy on harder difficulties.
  • Minimum zombie spawn portals increased to 2, even on easy mode.
  • Luck-per-golfer increased from 1% to 2%.
  • New Cyborg head sprite! The old one was just too big. I really like the new one and hope you do too.
  • Some OP mods no longer available on first biome, and also had negative side effects attached:
    • Trigger happy decreases accuracy.
    • Hollow point decrease range.
    • Splits reduces per-bullet damage more than before.
  • Bug fixes
    • The first biome wasn't affected properly by harder difficulty settings. The first biome is meant to be pretty easy no matter what difficulty, but now it is definitely harder if you choose harder modes.
    • Cyborg's downside is all water types damage him, since he's part machine. Ice was not meant to cause damage though, since you walk on top of it. Fixed!
    • Various other minor bug fixes


    Files

    BloodDriveGolf.exe 2 MB
    May 28, 2023
    BloodDriveGolf_Mac 1 MB
    May 28, 2023
    BloodDriveGolf_Linux 1 MB
    May 28, 2023
    golf.zip Play in browser
    May 28, 2023

    Get BLOOD DRIVE GOLF

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