JETS’N'GUNS 2 – DIFFICULTY UPDATE

By undead

Here we come with out-of-schedule update solely focused on difficulty! If there ever was a moment to start a new game profile from scratch, it is now.

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This update is a big experiment. We’ve added several new features to enemies and levels on higher difficulties, to add challenge beyond just higher toughness. Enemies shoot more, launch extra rockets, they have new appendages to block your shots or shoot beams at you, etc.

It needs extensive testing. We made a ton of small additions everywhere because of this (it is a major global change to the game), so bugs are very likely. It might make some sections even unplayable, if we went overboard with it. There’s no chance for us to test it all in a reasonable time. So please let us know, what have ve broken.

Here’s more detailed list of changes:

  • New high difficulty features on all enemies: barriers, beamers, mine deployers, turrets, missile launchers, death bombs, retaliation fire.
  • HARDCORE MODE should work now.
  • Significantly reduced score/money.
  • First few levels and bosses on Normal difficulty should be slightly easier to defeat.
  • Vampirion’s healing power is halved.
  • Energy Barrier and Rammer have slightly smaller collision to avoid complete blocking of all incoming threads.
  • Several minor bug fixes and improvements, including “NEW” tag for new items in the shop.

JETS’N'GUNS 2 – NOVEMBER UPDATE

By undead

November update has arrived! We’ve added a new level – an obligatory “spooky evil lava planet” level for the baddies ;) .

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Also, due to popular demand (ha-ha), everyone’s favorite space race is now available! Don’t worry, it’s just a bonus secret level. I’m sorry, but we couldn’t resist to troll you a little ;) .

Another big change is an addition of game modes. Previously you were choosing starting difficulty between Casual and Normal. Casual was a self-contained game without progress on difficulty 0 and Normal had the progress to infinity (difficulty 1,2,3,…).

Now you choose game mode instead. All game modes progress in difficulty to infinity, they just differ in rules of play. In casual the enemies are still weaker, you have more stuff from the start and you keep all score as money when replaying levels, just like before. We also made some preparation for third game mode – Hardcore – for real maniacs. But it’s not working yet. If you choose this one, it’s like playing Standard at the moment.

List of new things:

  • New levels: lava planet, secret race level.
  • New section in tutorial to introduce devices.
  • New device Energy Barrier that is part of the ship’s loadout from start.
  • More new devices: Hull Boost, Kaboom, Double Dragon (Hard), Arcaball (Nightmare)
  • New equipment: Scavenger, Quazitron Module (Hard), Fridge, Central Heat Sink, Device Connector (Nightmare), Demolisher (Hard)
  • New bombs: Vandal, Black Friday, Hell’s Bells (Hard)
  • UI: Mission Failed screen. New Hero faces. Font size option.
  • Reworked game modes. Casual now progresses in difficulty, just like Standard.
  • Preparation for Hardcore mode. (Not working yet.)
  • Various tweaks and fixes as always.

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This update is a sort of intermediate one. We plan to add big change to a difficulty in the next one, where we add new features to the enemies on higher difficulty levels. This should make play more interesting, because the challenge will no longer be just about toughness and number of the enemies. But this is a major addition that it will take some more time to create. So it has to wait for the next update.

Also missing bosses will now be the top priority for the next upcoming updates.

***

As always the update will be on beta branch for about a day. We’ll make it the main version (“last stable”), if no reports of things being horribly broken arrive. You can try beta version immediately – just right click on the game in Steam, go to properties and tab “BETAS” and select “upcoming” version.

JETS’N’GUNS 2 – OCTOBER UPDATE

By undead

So after much delay and some technical difficulties the October update is live!

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As always, the newest version will be available in “upcoming” beta branch to avoid disruption of the last stable version. If you want to try it, please open properties of the game, go to BETAS tab and choose “upcoming” version as your active beta.

The balance of the game is probably still off, but the numbers has been tweaked a lot in this next iteration. We also added bunch of new weapons to smooth out the transition to the higher difficulties.

We’ve added a new level. Dreaded Beer Empire is back with all its bottle powered weaponry!

Another major change is in UI, where we enlarged the game’s font to improve readability and prepare the game for Nintendo Switch Version in future (definitely happening now).

Here’s the quick list of changes:

  • New level: Beer Empire
  • New guns on Normal: Viper Gun, Clint Chaingun, Superkiller, Blackfist, Kaiser Franz (set item)
  • New guns on Hard: Super-Tornado, Xetec, Flamethrower, Kaiser Leopold (set item), VX Quattro
  • New guns on Nightmare: Tesla Devastator
  • New devices: Total Cooler (Normal), ShockWave (Hard), Time compressor (Hard).
  • New missiles (all on Hard): Nova, Tigerfun, Trident.
  • UI change: larger font, debriefing screen.
  • Various minor tweaks and fixes as always.

 

 

JETS’N'GUNS 2 – JULY UPDATE

By undead

July update is here!

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After skipping June for various reasons we are here with a new update for the game and this one is scary. The game went through MASSIVE overhaul of enemy toughness, weapon power and prices. It may be all totally broken :D . (Hopefully it’s not!)

Please test it and let us know how off it is. We will use the info to move forward towards the more balanced experience. Until now the values were very off and we did not expect any better, but now we have enough levels already to finally start with some proper balancing.

What’s new in this package:

  • Biggest change: major adjustments to enemy toughness, weapon powers and prices.
  • New level: Asteroid Field
  • New level: Quantum Research Base
  • New weapons: J.C. Superstar, Side Arm, Toxican, Zombie Blues (all on Normal)
  • New GEM: Dynamo (Hard)
  • New equips: Harmonic Amplifier (Hard), Shell Grenadier (Hard), Supercharged Load (Nightmare)
  • Various minor tweaks and fixes as always.

JETS’N’GUNS 2 – MAY UPDATE

By undead

Alright! We are back with a big May update! Sorry for the silence, but it was tough and we had to fully focus on the work to pull it off.

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First of all, we are adding two new levels. Both turned out to be more challenging than we expected. Starway Alpha reuses graphics and enemies from the previous level it follows, but due to its high speed it is a long one and it was a lot of work to build the whole thing. e insect level brings in a whole new environment and enemies.

We have two big additions to the core game mechanics: loadouts and 2-player local co-op. Both features are very experimental and it’s unsure it will work in its current form, so we need some feedback. Especially the co-op might turn out not feasible, but we’ll wait with any decisions after we gather some reactions.

We are also adding a whole batch of new items:

  • New weapons: Shogun, Vulcan.
  • New bombs: Acid Cloud, Monkey Maniac.
  • New gems: Anarchon, Magnetrix.
  • New device: Loadout Swapper.
  • New equips: Cooling Fan, Heat Valve, Panic Attack, Zeldor Armor.

… and many bug fixes and adjustments as always.