To the Stars

What? That was the most original post title I could come up with. Don’t look at me like that. After all, LEVEL 8 IS OUT! HUZZAH!

Those brave few of you who have beaten level 7 are probably wondering where on Earth in space the game’s gonna go from there. Can’t really tell you about the plot in this level, because spoilers and all, but the locale is, well, in the game’s title. Not the Ignition part. The other part. The place where the Carnage is.

It just might be in space.
It just might be in space.

In other news, I’ve made the game a bit more forgiving for people who struggle with its AGONIZING difficulty. If you die, the game will assume you’re not a quitter and take you right back to the last checkpoint without asking you if you want to throw in the towel first (you can still exit the level by pausing as usual). If you die 3 times in a row, you’ll get a little power-up (at no cost) that might help you survive a little longer. If you die 5 times in a row, the game will stop decreasing your score after subsequent deaths.

Oh, I almost forgot. There’s a brand-new OST track that plays in LVL4. You should go play that level again. And don’t forget to turn on the Replay Cutscenes setting if you still haven’t seen the new cutscenes added to levels 2 and 4.

Just 1 more level (and 2 more challenges) to go. Next up, I intend to finally get that trailer made, finish the Soulfire update, fix some more things, and generally get the game more ready for the final release.

Until then, suffer enjoy the new level (OF PAIN)!

Huzzah!


== Major ==
[AUDIO] Added new OST to LVL4
[GAMEPLAY] On Easy or Normal difficulty, after dying 3 times a supply crate will drop with a health boost
[LEVEL] Added LVL8
[MENU] Health/ammo upgrades get more expensive with each successive purchase

== Minor ==
[GAMEPLAY] The game will automatically retry on death instead of pausing first
[GAMEPLAY] Deaths stop reducing your score after 5 deaths (67% penalty), instead of 10 (89% penalty)
[GAMEPLAY] Mortuus will no longer turn around while throwing fletchettes
[GAMEPLAY] The Mook Factory’s beam attack takes slightly longer to charge
[GRAPHICS] The Endless results screen is a little more entertaining
[GRAPHICS] Graphically updated the Rocket Launcher and Flamethrower
[GRAPHICS] Added some missing shooting jump animations
[GRAPHICS] The objective pass marker is cyan instead of green (to better show up against LVL1’s green background)
[LEVEL] Added a checkpoint to the middle of LVL1
[LEVEL] Mecha Pilots spawn less often in Endless Ground
[LEVEL] Choppers and Gun Choppers now spawn in Endless Ground

== Bugfix ==
[GRAPHICS] The blood particles that appear when you’re hurt would ignore the player’s direction
[GRAPHICS] Guns would lag behind you as you moved
[MENU] The menu cursor was not responding properly when navigating the level select menu