The REAL End

Here it is, folks. The FINAL content update. The Level Select screen is finally all filled in!

Boss Rush

You’ve proven you have what it takes to face each of Ignition’s varied bosses individually – now how about all in a row? Can you stay alive long enough to reach the end, and irrefutably prove yourself the greatest warrior in the galaxy?

Either way, it will be entertaining to watch.

Gun Hitflashes

Remember when I added hitflashes to melee weapons? Weren’t they such a satisfying addition?

No? Well, whatever. Now guns have them too.

Blaster hit flash
Also known as Bubbles of Pain.

Don’t think that’s exciting enough? Then try shooting the Gunship in LVL8 with your beam cannon. OR… look at the screenshot below.

Beam cannon hitflash
Otherwise known as the Bubble Barrage of Even More Pain. Looks better animated!

Fixes

Lots of stuff got polished up this update in anticipation of the impending 1.0 release. This includes, but is not limited to:

  • New SFX that plays when you buy and equip gear in the Armory.
  • At long last, a new big explosion sprite. At long last, every sprite in the game has been updated to fit the game’s style.
  • Fixed using the mouse to select things in the Armory
  • So much more – see below!

Well, that’s it for now. The next update, barring minor bugfix updates, will be the final release. The big one point oh. The golden master.

Big thanks to all of you beta players for sticking with me! Hope to see you again on the other side of the upcoming release!

Until then,
HUZZAH!

~MoscowModder


== Major ==
[LEVEL] Added Boss Rush
[GRAPHICS] Added hitflashes for bullets
[MENU] All achievements are obtainable

== Minor ==
[AUDIO] Added new SFX for purchasing/equipping items in the Armory
[CUTSCENE] Made some graphical and wording changes to the LVL5 intro cutscene
[CUTSCENE] Made a graphical to the LVL8 outro cutscene
[LEVEL] Added the two remaining Easter Eggs
[GAMEPLAY] The Gunship in LVL8 takes twice as much damage from the Silencer’s beam cannon
[GAMEPLAY] Reduced the Flamethrower’s rate of fire
[GAMEPLAY] Reduced the Flamethrower’s ammo from 300 to 250
[GAMEPLAY] The Clawblade’s dash attack can hit multiple enemies
[GAMEPLAY] Truck turrets no longer deal contact damage
[GRAPHICS] Re-shaded the Golem’s rock to be more noticeable
[GRAPHICS] The HUD is no longer obscured in the underwater segment in LVL3
[GRAPHICS] Re-designed the big explosion sprite
[GRAPHICS] Re-colored the flamethrower flame sprite
[MENU] The money counter will count down after purchasing something in the Armory

== Bugfix ==
[GAMEPLAY] The Clawblade’s dash attack could pass through cutscene points and prevent cutscenes from playing
[MENU] Pressing up/down in a level or during the title screen animation would move the menu cursor and play a sound
[MENU] The mouse did not select items to buy/equip in the Armory

Spit and Polish

Boss Rush is nearly done! That bonus boss is starting to look pretty horrifying! But before I toss the next (and FINAL) major release out the door, I figure it’s about time to hand you my very large pile of bugfixes and minor updates.

First off: Desktop versions!
You can now download Ignition for Windows or Mac OS to play from the comfort of your desktop/laptop. It even gets its own neat little icon in the taskbar/dock!

This may not seem like much, but this will be the key to figuring out my monetization strategy. Who knows? You may someday see this game on Steam.

Next up: Hit flashes!
Every melee weapon (and eventually, every bullet) has a unique flash that appears over an enemy when you hit it. Just a little more flavor shaken into the game, I guess.

Tag. You’re it.

Let’s see. What else is there? Oh, yes. Better confirmation dialogs (before you log out of your offline save and delete it forever), the very last updated shop image (for the Polar Blades), some more Easter Eggs, and a slightly grumpier Quadcopter (in LVL5). I’d mention bugfixes, but that’s what the changelog is for.

 

Until next time,
HUZZAH!

~ MM


== Major ==
[SYSTEM] Added downloadable versions for Windows & Mac (available on the home page)

== Minor ==
[CUTSCENE] The camera shows you what’s going on elsewhere during the LVL9 post-boss cutscene
[GAMEPLAY] The Grenade Launcher’s grenades travel farther
[GAMEPLAY] Added two more Easter eggs
[GAMEPLAY] The transition in the LVL5 boss fight from turret to on-foot battle is more dynamic
[GRAPHICS] Added hit flashes for all melee weapons
[GRAPHICS] Redesigned the detail image for the Polar Blades
[MENU] Redesigned confirmation dialogs (when logging out of an offline save, for example) to be less obnoxious
[WEBSITE] Added recent achievements to the Profile page

== Bugfix ==
[GAMEPLAY] The Grenade Launcher would do nothing if it touches an enemy as you fire it
[GAMEPLAY] Some of the trucks in LVL5 would cause you to constantly rise and fall while standing on them
[GAMEPLAY] The usable turret in the LVL5 boss fight would occasionally drop items when destroyed
[GRAPHICS] The LVL5 background had a faint seam between the background image and the solid blue sky

End of the Line

This is it. The moment you’ve all been waiting for. It’s been a long time coming, but here it is at last.

This is: THE END OF THE LINE.

LVL9 is out! And the galaxy will never be the same again.

Get out of my way. NOW.
NOW.

In other news:

  • The Vibrosword Vitreblade redesign is finished
  • The Weapon Charger accessory is no longer absolutely useless.
  • There are some new UI sounds for navigating menus
  • A bunch of bugfixes

I’ve had an awesome time developing this update for you guys, so I hope you enjoy it! Development on Ignition has been long and rocky, but totally worth it.

Well, enough sentimentality. Time to get to work on Boss Rush!

As always, HUZZAH!
~MM


== Major ==
[GRAPHICS] Redesigned the Vitreblade’s remaining attacks
[LEVEL] Added LVL9: End of the Line

== Minor ==
[CUTSCENE] Retconned the name of planet Iota to Itikon. Deal with it.
[GAMEPLAY] The Vitreblade can now deflect any number of shots at once
[GAMEPLAY] The Vitreblade’s thrust attack has had its damage reduced from 6 to 5
[GAMEPLAY] The Weapon Charger now does double damage instead of a small (read: useless) damage boost
[GAMEPLAY] Shrunk Nightmare’s hitbox during the Vibrosword’s attacks
[GRAPHICS] Removed the shadows from LVL2 and LVL5
[MENU] The Replay Cutscenes setting is enabled by default on new save files
[MENU] Added new sound effects: Menu move, Menu select
[MENU] Names of locked achievements are now hidden
[MENU] The Easter Egg achievement tells you how many are left (NOTE: NOT ALL OF THESE ARE IN THE GAME YET)

== Bugfix ==
[CUTSCENE] The LVL5 Outro cutscene would sometimes skip most of the dialogue
[GAMEPLAY] LVL7 would freeze after retrying in INSANE mode
[GAMEPLAY] You could fire your gun while using the turret in LVL5
[GAMEPLAY] Pulling out the Particle Blaster while it’s touching an enemy could freeze Nightmare’s controls
[GAMEPLAY] Firing the Particle Blaster while the shot is touching an enemy would not hurt that enemy

Not a Lightsaber

No really, it isn’t.

Not pictured: a lightsaber

As you can probably tell, today’s update features some big changes to the mighty Vitreblade!

  1. The combo attack is redesigned and looks awesome (other attacks to come later)
  2. It’s a bit harder to block shots with, but more effective when you pull it off
  3. The combo attack does more damage

Also in today’s update: INSANE bugfixes! There were points in LVL2 and 6 (the entire level, in the case of the latter) where dying and retrying would freeze the game or render the level unbeatable. Well, no more!

In other news, I intend to release LVL9 late next month and I expect you to hold me to that.


== Major ==
[GRAPHICS] Redesigned the Vitreblade combo attack
[GAMEPLAY] The Vitreblade can deflect up to 5 shots in a row (up from 3)
[GAMEPLAY] The Vitreblade’s third combo attack does 6 damage (up from 4)
[GAMEPLAY] Shots deflected by the Vitreblade no longer have their damage halved
[GAMEPLAY] Deflected shots will be scattered randomly (depending on which attack you used)

== Minor ==
[GAMEPLAY] The fragments from the LVL8 boss’ mines move more quickly
[GAMEPLAY] Explosions won’t linger on-screen after finishing their animation
[GAMEPLAY] Soulfire’s second combo attack does more damage (8 -> 9)
[GAMEPLAY] Slightly shrunk Nightmare’s hitbox in some common animations
[GRAPHICS] Reduced the screen height by 2 pixels to remove some thin white bars at the bottom of some cutscenes
[GRAPHICS] The rocket launcher makes non-damaging explosions with each hit
[UI] Equipped items are centered on the pause screen

== Bugfix ==
[GAMEPLAY] Desakh’s boss fight wouldn’t properly restart after a retry
[GAMEPLAY] In INSANE mode, LVL6 would freeze after a retry

Technical Difficulties

Dang. Sometimes I feel like this project is more bug than game. So, the last update or two (and especially my work on LVL9 and Boss Rush) may have made the game more awful, but fear not! I made made strides to make the game less awful too!

Besides bugfixes, there are a couple of noticeable changes. First, ladders control differently. It’s now harder to get on a ladder by accident in mid-air, and it’s easier (automatic, actually) to get off at the top or bottom. Second, the OST for LVL7 is here! Why don’t you go back and replay it to hear the new tunes?

In the meantime, I’m still working on Boss Rush, and I’ve had to go back and re-do a lot of it when my setup wasn’t working properly. But it will all be worth it when it’s finished. Just gotta keep telling myself that.

Until next time, woo bugs!
~MM


== Major ==
[AUDIO] Replaced the music for LVL7

== Minor ==
[GAMEPLAY] You need to tap the up/down button to get on a ladder, not hold it
[GAMEPLAY] You’ll automatically get off a ladder when you climb to the top/bottom
[GAMEPLAY] Ladder climbing speed is slightly faster
[GAMEPLAY] Your grenades explode after 3 seconds, not 6
[GAMEPLAY] Desakh’s spearwall attack will only interrupt your dash if you touch his weapon, not his body
[GRAPHICS] Your grenades glow blue instead of red

== Bugfix ==
[CUTSCENE] A “Next” character would briefly appear before interrupting text plays
[CUTSCENE] Fixed a handful of broken cutscenes that wouldn’t finish
[GAMEPLAY] Dying on LVL2 or LVL5 in Insane mode would freeze the game
[GAMEPLAY] The Grenade Launcher did no damage
[GAMEPLAY] Interrupting Tuhrahkkkii’s fire breath attack would permanently disable him
[MENU] The email field in the Settings menu displayed “@” incorrectly

Nearing the End

Wow, has it really been over a month since the last update? Sorry ’bout that. I have been alternating between being really de-motivated/uninspired, and working feverishly on LVL9.

The good news is, LVL9 is almost finished! The game is almost complete! The bad news is, of course, that it’s not finished now. All that remains now is the final boss and finishing touches on the level, and then the ending cutscenes, and the credits, and thorough testing… you know.

In the meantime, I have a handful of goodies for you players, in the form of graphical fixes, a new sound effect, and some slightly better cutscenes. It’s not much, but I hope that will help tide you over until the next major update. And considering it’s the final level, it’s gonna be really major.

If these updates don’t tide you over, maybe this screenshot will!
Woah, what’s with that crazy weapon and WHERE CAN I GET ONE?!

Until then, Merry Christmas!
(And huzzah.)
~MM


== Minor ==
[AUDIO] Replaced the Vibrosword’s SFX with one that’s not copyrighted
[CUTSCENE] Added interrupting text to some cutscenes
[CUTSCENE] Re-wrote a few lines of text in a few cutscenes
[GAMEPLAY] Tuhrahkkkii’s fire breath reaches farther
[GRAPHICS] Changed the Heavy Mook’s minigun to match the Gun Copter
[GRAPHICS] Collectibles are visible as you’re collecting them
[GRAPHICS] The backdrop in the LVL8 intro loops better

== Bugfix ==
[CUTSCENE] Fixed a SFX and camera positioning on the Silencer in the LVL8 intro
[GRAPHICS] Beginning or ending a wall slide while shooting would mess up Nightmare’s shooting animations

Polishing Rough Edges, November Edition

Hey, have you seen the new trailer yet? No? Well, here it is. Not that you needed to see it if you’re already reading, but hey! I put effort into it!

Meanwhile, update time! I made a bunch of minor tweaks, added some new achievements, and made enemy knockback better. This update is really best explained in changelog format.

Plans for next update: Vitreblade redesign! More work on LVL9! But not a release yet. It’s a rather large undertaking, donchaknow!


== Minor ==
[AUDIO] Added an SFX when Moledozer charges
[GAMEPLAY] Removed 3 old achievements and added 5 new ones
[GAMEPLAY] Reduced the probability of higher-value item drops
[GAMEPLAY] Slightly reduced the value of money drops
[GAMEPLAY] Manhole mooks no longer do contact damage
[GAMEPLAY] Walking enemies accelerate more slowly
[GAMEPLAY] More enemies can be interrupted by damage
[GAMEPLAY] Slightly increased knockback taken by walking enemies
[LEVEL] Added another easter egg somewhere

== Bugfix ==
[GAMEPLAY] Elite Mooks walked much faster than intended
[GRAPHICS] Shrapnel from space enemies would constantly change graphics

Rough Edges and a Sharp Edge

There’s not a whole lot to see here, except for a REALLY BIG SWORD that’s looking sharper, prettier, and more astonishingly lethal than ever! But aside from that, there’s just a bunch of bugfixes. And Soulfire’s new dash attack. And a new sound effect. And Soulfire’s new jump attack. And some broken cutscene fixes. Also, as a bonus, Soulfire!

That’s it for today, but expect an update to the aged Vitreblade animations before too long. AND THAT’S NOT ALL! I’ve just started working on the game’s FINAL LEVEL. So that’s going to be unleashed upon you, eventually.

Until next time,
HUZZAH!


== Major ==
[GAMEPLAY] Redesigned Soulfire’s dash and jump attacks

== Minor ==
[AUDIO] Added a radio sound effect to LVL5 Intro and LVL8 Intro
[GAMEPLAY] Dash attacks move more quickly
[GAMEPLAY] The turret controls are now explained tutorial popups like LVL1 and 8
[GRAPHICS] Limited the amount of shrapnel on screen to reduce lag in Endless Space Battle

== Bugfix ==
[BUGFIX] Destroying a camera in LVL6 with a scattergun could get a bit noisy
[BUGFIX] Some cutscenes had triggers happening too early
[BUGFIX] Desakh would hurt you out of a dash too early in his spear-wall attack
[BUGFIX] Beating the LVL7 boss while facing left could make the next cutscene unintentionally funny

Blazing Ahead

Wow, has it really been two months since the last update? Sorry about that. I was working on the trailer again, but I ran into technical issues and had to abandon it… again. Sigh.

Time for what I did get accomplished: FIRE! AND SPACE! And ice. Let’s see what’s on today’s menu, shall we?

That Tuhrahkkkii guy just needs to... *puts on sunglasses* CHILL OUT. *is shot*
That Tuhrahkkkii guy just needs to…
*puts on sunglasses*
CHILL OUT.
*is shot*

First up, an upgrade to the Polar Blades! They’ve been upgraded from mediocre to MAGICAL, with two new steps in their combo attack. As you can see above, these two new attacks shoot ice and fire waves respectively, so you can take down baddies from a distance without using up your ammo – or finish them off up close with an extra-long combo!

Second, we have a NEW LEVEL! Endless Space Battle is ready and waiting to make you hurt – once you’ve finished LVL8, that is. Can you kill enough to get the Ace Pilot achievement? Can you claw your way up the ranks to the top of the Endless Space highscores? Find out now!

And third… bugfixes and minor. You know the drill. That’s what the handy-dandy changelog is for!

And now: The final level is looming! A formidable pile of fixes and tweaks is waiting to be bolted on! The adventure is nearly at its end! Are you ready to face the final challenge? Find out next time, on CARNAGE IN SPACE! Preferably in less than 2 months.

Huzzah!
~MoscowModder


== Major ==
[GAMEPLAY] Added new projectile moves to the Polar Blades combo attack
[LEVEL] Added Endless Space Battle

== Minor ==
[GAMEPLAY] The capsules in the LVL7 boss fight will spawn enemies less frequently
[GAMEPLAY] The LVL7 boss will not fire its beam all the way up to the top of the screen
[GAMEPLAY] Adjusted Desakh’s hitbox during his lunge animation
[MENU] Added “Reset tutorials” button to Settings | Gameplay

== Bugfix ==
[GAMEPLAY] Pressing Enter to skip text would also pause the game
[GRAPHICS] LVL8 enemies had the wrong shrapnel
[GRAPHICS] Guns would appear in the wrong place when shooting from a ladder
[LEVEL] It was possible to move while skydiving into LVL2

Little Things That Matter

Minor update this time. Just some polishing things that will make the game easier to understand for new players.

Fun fact: A bunch of people, according to the logs, have signed up and not beaten LVL1. I’m trying very hard to make sure those people do beat the first level and don’t ragequit on me.

Meanwhile, getting started on LVL8! It’s gonna be exciting. And different. Stay tuned!


 

== Minor ==
[HUD] A sound will play and the ammo counter will flash red if you try to use a gun while out of ammo
[HUD] The ammo and money counters turn green and count up gradually with SFX when you pick up ammo/money items
[HUD] Speaker names in the message box will appear immediately instead of typing out one letter at a time
[GAMEPLAY] Reduced the LVL2 par time from 3:00 to 2:45

== Bugfix ==
[GAMEPLAY] Some mooks above the LVL2 checkpoint would fall down and make the area really crowded