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

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

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

Soulfire + OST + Bugfixes

Not much to see here this time, although I did fix one terrible bug that prevented all cutscenes from playing.

Oh, I have half a weapon upgrade to show off, at least! Soulfire has a shiny new combo attack that it’s dying to show off! Better go try it out.

Oh, and I almost forgot! Brand-new OST tracks for LVL1, LVL2, and the boss theme. They sound pretty cool, so you’d better head on back to the beginning of the game to give ’em a listen!

Coming soon: Integrated tutorial, the other half of Soulfire’s update, and eventually LVL8…


 

== Major ==

[GRAPHICS] Redesigned Soulfire’s standing combo attack
[AUDIO] Added new OST tracks for LVL1, LVL2, and boss fights

== Minor ==

[GAMEPLAY] Made Desakh’s hitbox slightly smaller

== Bugfix ==

[CUTSCENE] Cutscenes would never play
[MENU] It was impossible to create new offline saves
[MENU] The game would get stuck at the results screen after your second level per session

The Big One

It’s been over two months since the last update. Thanks for being patient, players! Your reward? Oh, nothing, just the biggest update EVER. Like really, I’m pretty sure no update to this game has been as HUGE as this one. Hold on to your hats, folks! You’re about to get blown away.

EPIC FLAIL

Not all weapons are created equal. Or maybe some weapons are more equal than others. Regardless, some weapons tend to collect dust while you play with more powerful/awesome/practical ones. But now, I’ve put some much-needed TLC into everyone’s least-favorite weapon to create this beauty!

Bet you don't even recognize this baby!
Bet you don’t even recognize this baby!

At long last, the Beam Flail has taken its place alongside its pointier brethren as a true force to be reckoned with. Try it out! You won’t be disappointed.

 

The Plot Thickens

No screenshot of this. Spoilers, ya know? This update adds two new flashback cutscenes after levels 2 and 4 which tell you just a little bit more about where Nightmare came from and what he’s like. And it’s about time, too. We’re almost to the game’s climax! Seriously, you should go enable Replay Cutscenes in Settings and go watch those.

OMG OST!

Surprise! Ignition is getting its very own original soundtrack! To start it off, all of the game’s menus and once-silent cutscenes have been filled with some pretty fantastic tunes exclusive to this game. I’ve even got a glorious new theme that goes perfectly with the title screen. Be sure to give it a listen before mashing that Enter key!

Little Goodies and Those Darn Bugs

There’s a truckload of minor changes in here that I’m sure you’ll enjoy. First, the good news: Enemy drops are working again! They’ve been broken for so long you probably forgot enemies are supposed to give you items on death. Furthermore, I think I finally fixed the absentee Quadcopter glitch in LVL5… again.

Now, the other good news: Enemies (and you) flash white when hit, to make it more obvious damage is happening. The Vitreblade, Beam Flail, and Weapon Charger all have new SFX. All of the accessories have had their icons and detail images updated (especially the ones whose detail images were flat-out missing).

YAY BUGFIXES!

The Final Assault

You know what this is? Oh, just the title of the brand-new Level 7! I’ve pulled out all the stops to make this the biggest, deadliest, most awesome environment so far. You can expect traps and baddies galore, joined by the most dangerous non-boss enemy in the entire game. Yeah, that’s him down there.

Question: Am I about to die in this picture?
Question: Am I about to die in this picture?

With this new level, we’ve finally reached the bottom row. This is it. Nearly at the endgame. I wasn’t kidding when I said you should go replay levels 2 and 4 for the new cutscenes, mind you – the story is beginning to wrap up! And the world will never be the same.

What’s Next?

Hang on, the game’s not over yet! This may be the biggest update ever, but it’s certainly not the last! Before I add LVL8, my plan for the next update is to add another of those things you’ve all been waiting for: the first Challenge mode! Get ready to take on wave upon wave of unrelenting enemies, because the Endless Ground challenge is on its way. And, if I ever finalize its feature set, the dreaded INSANE mode. Be very afraid.


 

== Major ==
[LEVEL] Added LVL7
[CUTSCENE] Added 2 additional cutscenes after the end of LVL2 and LVL4
[AUDIO] Added original music pieces to all the game’s menus and cutscenes
[GRAPHICS] Redesigned the Beam Flail
[GRAPHICS] Updated the icons and detail images for all accessories
[AUDIO] Replaced the SFX for the Beam Flail, Vitreblade, and Weapon Charger

== Minor ==
[UI] The health bar no longer blurs when you’re low on health (caused a graphical glitch)
[UI] The health bar shatters when you die
[AUDIO] The text sound is quieter
[GAMEPLAY] Double-jumps are slightly weaker
[MENU] The easter egg on the title screen appears sooner and more often
[GRAPHICS] Player and enemies flash white when hurt
[GAMEPLAY] The Lance dash attack does more damage and pushes you back more
[MENU] Levels after 7 are hidden until LVL7 is completed
[AUDIO] The text SFX doesn’t play when adding spaces
[WEAPONS] Sniper Rifle shots pierce through multiple enemies

== Bugfix ==
[GAMEPLAY] Fixed the Quadcopter not appearing in LVL5… for real this time?
[GAMEPLAY] It was possible to get stuck falling onto the ground at the start of LVL5
[GAMEPLAY] It was possible to deflect turret rockets in LVL5
[GAMEPLAY] Enemy drops were not working

At Long Last!

Something tells me this won’t be the last time I use this title.

But I don’t care! Level 4 is out! WOO!

First and most important, there’s a new level! And now you can get your score up to 400! But that’s assuming you can make your way past the latest boss! He’s fast, tough, and brutal. You’re probably not gonna beat him on your first try. But if you do, then wow. Good for you.

Also, wondering whatever happened to the game’s story after that one cutscene after the beginning? Well, now there are 7 more cutscenes – one at the beginning and end of every level. Now you can be slightly less confused about what the heck is even going on here! Don’t worry. The game will keep making slightly more sense as the story continues.

Oh, and one more thing… WEAPONS! The third row weapons have been unlocked! Once you beat this level, you’ll have 6 new items to try out and beat enemies with! Have fun.

I’ll try to get LVL5 out by the end of November, but I can’t make any promises.

Until next time, players! Thanks for playing my game!

The welcoming committee
The welcoming committee

 

Major

[LEVEL] Added Level 4
[GAMEPLAY] Re-worked wall sliding and double-jumping from scratch
[CUTSCENE] Added all missing cutscenes (will need to enable “Replay cutscenes” to view missed ones)

Minor

[WEAPONS] The shield now has a larger hitbox
[MENU] Changed menu selector to be more visible on Level Select screen

Bugfix

[LEVEL] Level 3 would end prematurely when playing it more than once in a session