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

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

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

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

Combat Improvements

I realized this past week that this game has drained away all of my inspiration and motivation to work on Solaris, and that makes me sad. I hope I can still get that game finished someday. It is quite awesome in its own right, and deserves to be done.

But enough bad news. Time for the good news!

First up: Shortly after the last update, I released CiS2 onto Kongregate and the Chrome Web Store! Users playing on Kongregate can use their Kongregate credentials to log into the game, and still get the same highscores and profile page that they’d get with a standard login. Currently there is no way to associate a normal account with a Kongregate login, or to log into the site with your Kongregate credentials. I’ll get that done eventually, but hey – I’m only one guy!

Second: Shield improvements! Previously, the shield had a bad habit of lagging behind the player when moving, so that you’d get hit by shots while walking into them. To fix this, I stapled the shield to Nightmare’s hand. He doesn’t mind; that armor’s pretty tough. I also gave it a lick of 8-bit paint to bring it in line with current sprite design.

Third: You can now use your melee weapons while wall-sliding or climbing without falling off! As a bonus, the Soulfire Blade and the Fusion Lance have a shiny new animation for this that will serve as a preview of their impending redesigns (along with every other melee weapon that needs an 8-bit-style update).

Fourth: Tons of bug fixes and minor enhancements. Read the changelog below to see what all got changed.

Don’t ask when LVL6 is coming out. Some people need to read that. You know who you are.
I did make one new enemy for it, so that’s something.

Until next time, ENJOY THE CARNAGE!


 

== Major ==
[MENU] Added the option to log in with Kongregate. This only works while playing on kongregate.com
[OTHER] If you are logged in with Kongregate, your scores will also be submitted to the game’s Kongregate’s scoreboard
[GAMEPLAY] Added wall-sliding melee attacks
[GAMEPLAY] Added climbing melee attacks

== Minor ==
[CUTSCENE] More messages will scroll the textbox instead of being split up
[WEAPONS] The shield has been re-drawn to fit 8-bit limitations
[GAMEPLAY] Double-jump will recharge when wall-sliding
[WEAPONS] The Lightsaber will only deflect up to 5 shots at a time
[ENEMIES] Tuhrahkkkii will give you more time to react before dashing

== Bugfix ==
[CUTSCENE] Level outro cutscenes would not play if “Replay Cutscenes” was disabled
[GRAPHICS] The backdrop in the LVL1 intro cutscene was misaligned after the last update
[WEAPONS] The shield would lag behind the player while moving
[WEAPONS] The shield would not appear while jumping
[MENU] The Lightsaber’s price was 0
[LEVEL] The underwater effects in LVL3 would not return when revisiting the level
[ENEMIES] Crawlers were obsessed with moving left
[AUDIO] The Sniper rifle sound would not play
[LEVEL] It was possible to move in LVL2 while skydiving or during the boss death cutscene