- Gameplay:
- New power up: SCATTER SPRAY
- Bug fixes:
- Player could STILL get stuck hunting for exit. Fixed. Properly this time!
- FISH FRENZY activated when wave ends would trap the player in the wave forever.
- CHEAT DEATH activated when wave ends would trap the player in the wave forever.
- Haptic feedback now works on MacOS (Fixed in Godot 4.3)
- Platform:
- Godot upgrade to 4.3.stable.
- Steam: GodotSteam GDExtension upgraded to 4.11-gde (Stated as supporting Godot 4.3)
- Web: Support reinstated following Godot 4.3 fixing threads / MacOS browser issues.
- Misc:
- [INTERNAL] Code refactoring with GDScript Toolkit.
- [INTERNAL] godot-git-plugin upgraded to v3.1.1.
Thanks to chopsteak for their bug reporting via Steam Community!
- Gameplay:
- Player can now SPEED SURGE (left trigger / SPACE) to help avoid enemies.
- Upgrades:
- Player now has a choice of 3 between waves (was: 2)
- NEW: HEAL ME - Restore all health ahead of the next wave.
- NEW: SPEED SURGE - Improves SPEED SURGE recharge time.
- Balance:
- Knight health lowered to 3 (was: 4)
- Trap health lowered to 4 (was: 10)
- CHEAT DEATH now restores 75% of player health on activation (was: 50%)
- Special waves can only start after Wave 3 (was: 2)
- Chasing enemies now use proper navigation instead of hoping for the best. Beware!
- Misc:
- Graphics: 'DINNER TIME' particle effects added.
- How To Play screen added.
- Adjusted player movement at wave start to commence at the entrance door.
- [INTERNAL] Added godot-git-plugin.
- Platform:
- STEAM ACHIEVEMENTS!
- Beat 1 / 5 / 10 waves in arcade mode.
- Rescue 100 / 500 / 1000 fish.
- [HIDDEN] Fail to clear the first wave.
- STEAM ACHIEVEMENTS!
- Bug fixes:
- Deadlock could occur on upgrade screen if there weren't enough eligible upgrades.
- CHEAT DEATH could persist between games. Upgrades now more consistently reset.
- Player could get stuck hunting for key or exit. Proper navigation implemented to avoid this.
- Enemies would vanish too early when the wave ended during SHARK ATTACK.
- Shark spray sound not synced properly with gameplay.
- Countdown sound would keep playing when returning to main menu.
- Game ending when in FISH FRENZY would result in player stuck at a weird angle.
- Player, Mini Shark and Dinosaur projectiles not despawning on game ending.
- Gameplay:
- Waves: These are now TIME based to keep the action fast, fresh and furious.
- New power-up: A magical star that allows your shark to eat the now very scared enemies!
- Artillery: Watch out for POLLUTION STRIKES from above!
- Spawning: Avoid spawn types at beginning of wave that give player too much space.
- AI: Chasing enemies re-orient more often.
- Knockback: Some enemies are now knocked back when hit.
- Performance:
- FPS improved as follows...
- Switched to the Forward+ renderer (Was: 'Compatibility').
- Particles now switched to GPU.
- Replace PointLight2D lighting effects on projectiles with Sprite2D equivalent.
- FPS improved as follows...
- Sound:
- New music tracks for menu and gameplay. Enjoy!
- Countdown effect towards end of wave.
- Grenade volume lowered slightly.
- Bug fixes:
- Diet: At some point, Necromancers stopped wanting to eat fish. Fixed.
- UI: Tightened up mouse showing / hiding as appropriate
- Platform:
- Steam: GodotSteam GDExtension upgraded to 4.6.
- Misc:
- Haptic feedback added! Vibrates on player hit + shark frenzy. Turn on in OPTIONS.
- This will not work on all platforms.
- Example for MacOS Sonoma - godotengine/godot#88674
- This will not work on all platforms.
- Improved alignment of death animations.
- Fish now swim off to freedom once rescued.
- Pause improvements:
- ESC can be used to unpause.
- Can now pause game during WAVE START, WAVE END and UPGRADE SCREEN.
- Debug menu to keep an eye on performance (toggle modes with F3).
- Removed some spurious debug print() statements.
- Haptic feedback added! Vibrates on player hit + shark frenzy. Turn on in OPTIONS.
This is the first public release of Avenger Sharks on Steam.
- Platform:
- Steam: Bringing up Steam Overlay during game automatically pauses.
- Misc:
- UI: Disable TAB key (avoids Steam Overlay weird behaviour)
- UI: Hide mouse pointer when mouse is not being used
- Gameplay:
- New enemy: Snake / Blob: A multi-segment denizen of the dungeons!
- Random obstacles can appear within a wave.
- TheDirector AI implemented for wave / spawn design (much refactoring)
- Removed 'The fish become fearful!' Necromancer wave type -- added fresh ones!
- Graphics:
- Lighting and Shadow effects.
- Red screen flash when player takes damage.
- Added 'For Jack and Emilia' dedication page at start.
- Platform:
- Steam: Client is now formally Steam enabled, including Steam Overlay.
- Steam: Revised store assets to new graphical design.
- Steam: Hide direct itch.io links on CREDITS (Steam policy requirement)
- Itch: Revised store assets to new graphical design.
- Itch: Removed web project due to Godot 4 / Mac browser challenges.
- Bug fixes:
- Crash: Fixed a crash when there was a combo of targetting laser / trap / collision.
- Pathing: If player gets stuck on key or exit hunt, teleport them to safety.
- UI: MORE POWER upgrade would hide all the upgrade bars.
- UI: Powerup floating text now stacks if player picks up several in a short space of time.
- Music: Would get stuck at 'low health' speed if game abandoned in that state.
- Credits: Reset scroll when exiting credits screen.
- Misc:
- Godot upgrade to 4.2.1.stable.
- GodotSteam upgrade to GDExtension 4.2.
- Exclude Store_Assets directory from main Godot project.
- Exclamation mark from title purged.
In this release, the gameplay has been sped up to make it more frenetic, combined with the addition of skeletons and GRENADES! The HUD has been streamlined, and the player has a targeting laser when playing with a controller.
Away from the core game, we now also have an Options screen and Steam Cloud support.
- Gameplay:
- Increase player fire rate and re-balance FAST SPRAY
- Enemies can no longer take damage while they are spawning.
- Increase enemy spawn numbers.
- % chance of multiple spawns happening at the same time (Will be different types)
- Increase knight health to 4 (was: 1)
- Increase necromancer health to 10 (was: 3)
- Increase trap health to 10 (was: 5)
- Enemies:
- Added Skeletons (that split into 4 when vanquished!)
- Power-ups:
- Added GRENADE power-up (Boom!)
- Power-ups no longer 'tick' unless the player is actively controlling the shark.
- Controls:
- Controller: Player now has a targetting laser!
- Controller: 'B' button to back out of menus.
- Graphics:
- Power up bar moved to RHS. Non-activated power-ups are not shown.
- Sound:
- Master / Music / Volume audio buses implemented.
- Misc
- Options screen added. Persistent storage used.
- Screen mode (Full screen, windowed)
- Volume (Master, Music, Effects)
- Credits screen re-jigged.
- Pacifist Mode: Hide power-up bar.
- Windowed Mode: Use 1920x1080 as a default (User can re-size)
- Options screen added. Persistent storage used.
- Platform:
- HTML5: Disable storage, Statistics and Exit Game.
- Steam: Steam Cloud sync for Statistics (cross-platform)
- Bug fixes
- Player projectiles would not pass through spawning enemies.
- Magnet: Make a bit stronger to avoid items chasing the player(!)
- Controller START button mapped to too many menu items (and so not working).
- Steam Deck: STATISTICS not consistently working when selected with controller.
- Steam Deck: CREDITS not consistently working when selected with controller.
This release introduces the upgrade system, a new Pacifist game mode, more interesting wave / spawning mechanics and much more!
- Upgrade system:
- Upgrade between waves (choice of two).
- Magnet item pull. Changed Items to be CharacterBody2D to support.
- Armour: Reduces damage (10% per level)
- Fish Affinity: Reduces number of fish to rescue to enable FISH FRENZY (10% per level)
- Potion Power: Increases health potion efficiency (10% per level)
- Dominant Dino: Increase dinosaur rampage time (20% per level)
- More Power: Increase Power Up duration (20% per level)
- Loot Lover: Increase item drop rate (10% per level)
- Cheat death: Respawn upon death with 50% health.
- Upgrade between waves (choice of two).
- New game mode: Pacifist
- Player cannot shoot or Frenzy and has to collect the fish to clear waves.
- No upgrades.
- Enemies do not drop power-ups. Health Potions spawn randomly in the arena.
- New enemy type: Bee! (bzzzzzz)
- Wave / Spawning mechanics:
- Introduce different enemy types as player progresses.
- % chance of a special wave ('All bees', 'All Necromancers')
- Spawning methods during a wave:
- Random (Default for previous releases)
- Circle around the player
- Arena edge and move inwards (Top / Bottom / Left / Right)
- Enemy AI can be deferred to support custom wave patterns
- Enemies move FASTER if spawning from an edge to keep the tension up.
- Final enemy spawn during a wave will appear near player (to save having to hunt)
- Final enemies will move faster in the wave.
- Gameplay and balance:
- Score multiplier introduced. Multiplier lost when the player takes damage.
- Chests more likely to be dropped than health potions.
- Spawn traps less frequently.
- Reduced dropped item % (was: 25%, now 15%)
- Only 5 dropped items permitted on screen at a time (Avoids scaling abuse)
- Reduced time between enemies spawning in and becoming dangerous to 1.5s (was: 2s)
- Reduced Necromancer health and attack rate.
- Graphics:
- Particles!
- Enemies spawning.
- Enemies being defeated.
- Player and Mr Dinosaur attacks.
- Display obtained upgrades on HUD.
- Pop-up points scored from enemies as they are defeated.
- Speed up Necromancer death animation.
- Particles!
- Misc: Persistent storage support.
- Misc: Statistics (which use the persistent storage...) now tracked and viewable.
- Games played
- Shots fired
- Enemies defeated
- Fish rescued
- Furthest wave reached
- Misc: ESC key can now exit intro and credits.
- Steam: Initial store assets and listing.
- Bug fixes:
- Stop game breaking if player dies at the same time as beating a wave.
- Improve arena spawn co-ordinates range to prevent insta-collisions.
- Fixed shonky calculations for enemy spawn numbers within a wave.
This is primarily a bug fix / 'quality of life' release.
- Gameplay: Make player invulnerable during wave exit.
- Gameplay: Improved necromancer hit box.
- Controls: Support AZERTY keyboards.
- Graphics: Make power-up labels a bit bigger.
- Sound: Play tension music when low energy.
- Sound: Remove slight gap at start of main game music.
- Bug fix: Increase 'WAVE X' timer to avoid fish spawning before player in start position.
- Bug fix: Fix 'flash hit' animation for necromancers on spawn.
- Bug fix: Make 'Enemies Left' behaviour consistent between games.
- Bug fix: Tidy up projectiles getting stuck around exit locations in transitions.
First release.