Evoplasm Devlog
This is the devlog for Evoplasm – the roguelike creature builder. Wishlist the game on Steam today!
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Evoplasm Devlog #13
Big update today! The updated demo for Evoplasm 0.15.0.a, River Mode, is out! Try the new version of the demo on Itch!
We also updated our trailer, and Steam assets. Here’s the new trailer.
Lots of cool new stuff in this version!
River Mode is here! The campaign map has been completely redone, and now the campaign has you hopping from island to island. Flagella and fins let you increase the span of tiles you can reach. The hope is that the campaign map is way less overwhelming and more in line with player expectations if they played games like Slay the Spire before.
On the balancing side: cell walls are less common now. Hoping this makes creatures able to expand bigger more consistently.
Also, neurons can now appear in “special” booster vials. This should make “special” vials a slightly more compelling choice if you already have a special ability you like.
Last, but not least, there’s a new little wiggle animation when you add a cell. I love it!
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Evoplasm Devlog #12
It’s a rare Tuesday update as we get ready for Boston Indies demo night! Today we present you these fine updates, in Evoplasm v 0.14.0.a Duck & Dodge.
- Dodging is here! Player’s have a new free dodge ability. Fins and flagella have adapted to decrease your dodge ability cooldown and increase your dodge duration. Time your dodges to help reduce getting destroyed by big lucky hits. Do a barrel roll!
- Neural cortexes gain a weak slow attack. The hope being that players won’t feel completely destroyed if they lose their other offensive abilities.
- One new enemy, the Amoebro has entered the act 1 enemy pool
- A new rare mutation, the Instinct Interneuron fires all of your autonomic attacks whenever you initiate a dodge!
As always, you can try the latest version on Itch here! If you have some lagginess in the web version, try the windows one, it’s way smoother. And finally, make sure you wishlist it on Steam.
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Evoplasm Devlog #11
Our first post-demo-launch version is live! I’m calling it “Rare and Wild”. Check out this Let’s Play action. Try the demo now on Itch.io here!
We’ve got tons of new features, balance updates, and bug fixes for you this week!
- New Stuff
- Creatures look cooler now! Hexagons are smoothed out, and the creatures have better lightning
- Wild start option! Sick of your starter creature? Love chaos? Give it all up and embrace randomness. Get a funny(?) random name, random color and font too!
- Creatures wiggle in battle! No more staring at static shapes while you pray for a win.
- New mutations
- Fins are an additional movement option
- Secretion cannons are slow but beefy. Try pairing with a reflex arc!
- New rare mutations – get them by beating elites or graveyards maybe
- Double all of your projectiles with the cluster nucleus
- Migrate over-healing to damaged cells with the healing transport
- More to come, this is just a start while I get working on act 2
- Balance Stuff
- New enemy pool for fight number two. The difficulty was way too spikey between fight one and fight two. Now fight two has a new enemy pool with some creatures old and new!
- More loot! Some battles will provide an extra booster vial! Elite and graveyard battles always provide an extra booster vial, and half of the time
- Bug Fixes
- Background shader performance should be better, especially on limited graphics hardware
- Web audio should be less crackly and laggy on lower end CPUs
Did you read all that! But you haven’t wishlisted Evoplasm on Steam. Well you should like fix that immediately.
- New Stuff