Gunlocked 0.90 v.4 Closed Beta Update Notes (Oct. 25th.)

In this latest update, a new batch of aftermods has been added, as well as another experience change, and some additional bug fixes

Change Notes

Balance:

  • Upon beating the first level 3 boss in endless, 3 Gleaming Cube powerups will now drop.

New aftermods:

  • Shove Shield: Every 24 seconds, a force explosion triggers, knocking back all enemies on either side of you.
  • Proximitaze: Shock a random nearby enemy for 10 damage every 2 seconds, stunning them for 0.33 seconds
  • Core Scoop: Every 20 seconds, the next Asteroid you destroy drops a mini powerup.
  • Gift Bag: Upon pickup instantly spawn 1 phase shift, 1 overclock, 1 auto repair, 2 nukes, and 3 gleaming cubes on your ship
  • Afterstrike: When an enemy is destroyed, another random enemy takes 5 damage
  • Sky Drill: Every 8 seconds, deal 300 damage to an asteroid
  • Lucky Coin: Whenever you collect a gem, you have a 50% chance to gain 25% more experience. This bonus is never worth less than 1 extra gem, even when collecting a gem normally worth 1.

Bug Fixes:

  • Assorted bug fixes revolving around collecting multiple powerups at the same time

Gunlocked 0.90 v.3 Closed Beta Update Notes (Oct. 24th.)

In this latest update, the first batch of 9 Aftermods has been enabled in Endless Mode. You’ll now be able to equip up to 8(!) upgrades after reaching maximum level with your 4 weapons and utilities.

Aftermods are like Augments, in that they aren’t leveled, but they can be much more powerful, and/or specific to builds you’ve put together. You can also equip up to 8 of them (if you survive that long.)

Because this initial batch is limited to just 9 choices, it is possible to be offered mods that won’t be helpful at all, but once more are added, systems will be in place to prevent this. Equipping 8 pretty unlikely, but not impossible.

Experience scaling has received a number of tweaks to improve late game scaling, but may need more changes to ensure Aftermods are unlocking soon enough in Endless.

Change Notes

  • Hercules class ships (elites that fire a spread of bullets) now drop Gleaming Cubes post-15 minutes
  • After defeating a boss at 15+ minutes, a Gleaming Cube now spawns above
  • Exp needed to level after level 20 has been reduced
  • Many of the new gem types that appear post-15 minutes have had their exp increased

Currently available aftermods:

  • Eburnity: Burn effects now lasts forever
  • Spy Satellite: Every 3 seconds, up to 5 enemies currently targeted by lock on upgrades take 15 beam damage.
  • Propeller: Weapons that rotate around you move 30% faster (gunlock, sentry drone, buzz beacons)
  • Blitzbomb: Any time a force upgrade triggers, a 30 damage shock bomb projectile fires out in a random area. (note: currently no recharge time, but one may added…this is probably too strong right now in the right builds)
  • Kinetosaver: After a kinetic upgrade triggers, it resets to a random % from 5-15.
  • Thicc Plate: +20 max shields. All incoming damage is permanently reduced by 1.
  • Lucky Duck: Upgrades that have a % chance to trigger have +5% base chance.
  • Retrofit: Add a random additional level 1 weapon to your equipment. It can not be upgraded.
  • Overpower: All powerups also trigger a mini overclock powerup. 3 second cooldown.

Gunlocked 0.90 Closed Beta Update Notes

With the Endless Mode update testing well under way, the first round of changes are about to go live. The next update will include the Aftermods system, but first lots of balance changes to current upgrades, and some changes to enemies.

Endless Scaling

  • Bumbler elites (Hive Queen sub boss) now have a 25% chance to spawn after 15 minutes instead of Hercules elites. The chance increases at 20 minutes to 33%
  • A new Ant class ship variant can now spawn after 17 minutes, and this chance increases every 2 minutes after. These will only appear if Ant class ships are already in your current run.

Balance:

  • Discharger has been reworked
    • Projectiles now fire at max range for all levels
    • Now has a lower base chance, but the chance increases each time it doesn’t trigger, and decreases when it does
    • A green bar, where recharge is usually shown, displays your current chance out of 100
    • There are now only 4 levels instead of 5
    • At level 4 discharger now gains the bonus 3 burst of projectiles from level 5
  • Symbionic Chargeback bonus now only triggers every 3rd time the Discharger does
  • Symbionic Rupture Wave now only triggers every other Gravity Wave.
    • Empowered Rupture Waves trigger on the next Gravity Wave no matter what.
  • Anti-Matter Engine Augment now functions consistently with recharge timers and kinetic recharge. Instead of temporarily shortening recharge timers, it increases recharge gain speed. This means long recharge timers that didn’t fully recharge before its effect ended will now remain close to recharged.
  • Sentry Drone will no longer maintain targets from so far out of their range when moving away. At level 5, the missile speed bonus has been removed, and the firing rate bonus has been reduced from +15% to +10%
  • Junk Drones now fire pulses of 2 projectiles instead of 1, but for fewer pulses. Overall Junk drone fires the same amount of projectiles, but gains a slightly smaller bonuses from Replicator.
  • The Final Hive Queen fight difficulty has been significantly toned down. The vulnerability time, vulnerable damage threshold, and time between attacks has been increased.

Game RecomMondaytion #001 – Card Hog

The Intro:

As an indie dev it can be easy to get caught up in trying to get one’s own game noticed and forget to talk about all the awesome inspiring games from other devs, along the way. I’m a gamer as much as I am a game developer. So, I thought it would be fun to recommend a hidden gem I’ve enjoyed playing, every Monday.

The Game:

This week is Card Hog by SnoutUp. It’s a deckbuilder-lite that starts simple, but reveals plenty of strategic depth. Unlike other deckbuilders, your cards form a grid that makes up a game board you move around on. It’s in Early Access, but already has a lot of content and game mode variations. It’s easy to play for a few minutes at a time, or get sucked in for an hour. At $3.99 it’s already worth your hard earned bacon.

The Glossary: In case you’re new to the world of gaming, or just this type of game. Welcome!

Deckbuilder: A game that involves adding and removing cards to your deck as you play, to make yourself stronger. Unlike collectible card games, players usually start with the same cards every time, and have options to add new cards during play. When the game ends, they start over, and the deck is reset.

Early Access: A method of development that involves selling an early, unfinished game, and continuing to add to it until it is complete.

Welcome to FromLefcourt.com!

The new home for everything that was Gold5Games and is FromLefcourt. Games, pixel art, tutorials, and hopefully a lot more! It’s a simple, streamlined reboot, but more content is coming!

What’s here now

  • Game Pages: Check out info on all of our past, current, and future games. See those HERE!
  • The Twitter Feed: Twitter is the most active place for FromLefcourt news, and now it’s here too! Just click the “sidebar” cog icon at the top of the page to see the latest previews, screenshots, animated gifs, and more!
  • Contact: Always happy to hear feedback, engage with fans, and/or answer questions from the press about our projects. Use the contact form or write us directly. You can find all of that in the aptly named “Contact” page HERE.
  • Follow: Click the + sign at the bottom of the page to find links to all of our various social media accounts. Twitter is the most active.

What’s coming?

FromLefcourt.com is a constant work in progress. Eventually this site will become a lot more sophisticated, with a larger variety of content. Here’s what you can look forward to:

  • Blog posts: Sure, this is a blog post, so technically this feature is already here. Caught red handed! BUT expect a broad selection of topics for discussion with more frequent updates (aka any updates at all) in the future.
  • Tutorials: With over 14 years of professional freelance experience as a graphic designer, illustrator, game developer, and pixel art animator, I have a few tips and tricks to share.
  • The Gallery: An ever-evolving collection of game and game-adjacent artworks and behind the scenes elements. You’ll be able to see art progress comparisons, animated gifs, and a variety of unreleased artwork that may or may not pertain to games currently in production.
  • Press-Kits: We want to talk about our games. We want YOU to talk about our games! We want to make that as easy as possible. When these pages go live, expect to downloadable content that will make sharing and talking about our games as easy as possible.

More soon™

Thanks for stopping by!