v.0.3.12 (non-linear levels and more difficulty classes)

A new build with a few new things.



The most important to the game are more open levels. Before that levels were linear. In the experience mode, there was just one path. No crossroads. If you just followed the path, you reached the exit. In the challenge mode, in a few zones, there were small mazes. You had rooms with three exits. If you managed to leave a maze, you were advancing further to the next zone and the next and eventually you reached the exit. In other words, each zone could connect with two other zones, there was one way in and one way out.

This now has changed as each zone may connect with up to four other zones. And it can connect to the same zone twice. Levels are now huge mazes. If you have a bridge, there is not just a single entrance and exit. You may have two doors on each side. If you have towers, more towers may have doors. And so on. At the moment there is nothing you can find in the level, it is just more complicated for no reason - other than exploration/confusion - that depends on what your cup of tea is.

But you still have navigation aid. It may come handy when you end up in such a place.





Or... Let's imagine that there is no navigation aid.

There is now not just the experience and the challenge mode. I changed that to five difficulty classes: tourist, warrior, explorer, pilgrim and zealot.

Tourist is what before was the experience mode. Warrior is almost the same thing as the challenge mode (you give a little bit less damage to enemies) Explorer introduces non-linear levels. There is no reactor (no time limit). You receive less damage. But you don't have a navigation aid. You're on your own trying to find the exit. Pilgrim is what I consider the basic difficulty level. Levels are non-linear, but you have a navigation aid. Enemies are harder to kill (the big guy can't be just shot, etc) but there are no buffs. Zealot is similar to Pilgrim, but there are buffs (-25% to damage you give, +25% to damage you receive) and there is no navigation aid.

And there's also one more thing. Custom difficulty. You can now choose anything you like. Harder bullet-sponge enemies, but you can't get out of ammo. Some combinations don't make much sense right now, like "immortal + reactor". If you run out of time, you won't die. This may change to have the game end and while you won't be able to die, your energy will be drained from the reactor.

I also managed to fix a bunch of bugs. Some of which I couldn't repro, although I've seen people having them (the most important was a bug with elevators).