v2.2 release
Snap the Sentinel - Episode 1 » Devlog
- Weapon Powerup Cans now have to be kicked open before they can be picked up, to reduce accidental weapon swapping.
- Added another tutorial prompt to E1M1, telling you how to kick open the new Weapon Cans.
- All other Powerups now have different sprites to make them more distinguishable from Weapons.
- Passive Powerups now last 60 seconds in SP / Coop maps. (They remain at 30 seconds in Versus mode.)
- Passive Powerups now have a unique sound cue.
- Root Beer Float was given a slurp sound effect.
- Septacrash refill now properly uses the "Septacrash ready" sound cues & messages.
- Added a mid-game player display for all multiplayer modes. You can now see other players' vitality, Septacrash meter, and Versus score!
- Projectile movement code was redone to handle faster bullets better.
- The Versus mode basic revolver buff now applies to all modes. (Normal: 20 -> 25, 7th: 40 -> 50)
- Rapid Fire base bullet speed was doubled. (30 -> 60)
- Nerfed Flamethrower damage buff in Versus mode. (x3 -> x2)
- Buffed Septacrash damage values against robots. (~750 damage over time -> ~1500)
- Versus players & the each of Auger's parts were adjusted to keep the old value.
- Mine Snails have a unique sound cue when about to explode.
- Very Rude Guard Robo uses the jetpack sound cue from the Oil Robo intro.
- Very Rude Computurret uses a different firing sound for the charged shot.
- Subworm now takes x2.5 damage from kicking. This reintroduces behavior from pre-release versions, where the fleeing head could be destroyed in a single kick.
- Drastically nerfed Terajolt, as they became much harder than intended after their mobility buffs.
- Vitality of all parts were reduced. (Body: 200 -> 100, Shield: 250 -> 150)
- Shield rotation speed was slowed down. (2 -> 0.5)
- E1M10 boss was nerfed in a few subtle ways.
- Normal difficulty attacks were nerfed by extremely slight values, to make it more reasonable to dodge when playing on analog stick.
- Made the delay longer after using Bomb attacks if you don't attack back immediately, to balance out the difficulty increase from the Weapon Can changes.
- E1M4 was updated to use Terrain Bombs.
- Terrain Bombs now flash in the dark areas.
- Cutscene floor destruction now uses the prettier Terrain Bomb explosion effect.
- Touched up E1M9's central room further.
- Adjusted E1M10 item placement, to account for powerup changes.
- Updated VS5 (Dual Circuit).
- Moved the location of the Powerup Copter.
- Made the old Powerup Copter area less flat.
- Moved the location of a Weapon Can, to place it farther away from the new Powerup Copter area.
- Rebalanced the final wave of INV1 (Oasis Defense) Hard mode.
- Removed the boss Arsontops from the end of the penultimate wave of INV2 (Rooftop Clash) Hard mode.
- Added more variety to Invasion mode's "mercy weapon" selections.
- Slightly reduced HP jitter effect on the Invasion vitality meter.
- The blue palette ranges were updated, to create better palette blending.
- Added a new voice clip for taking 50+ damage when above 150 vitality. ("That Hurt, But I Had Vitality To Spare")
- Added a proper item spawning sound effect.
- Powerup Dogs now can be kicked into pits in Versus maps. They'll teleport back to their owner when landing in an inescapable pit.
- Invasion print-outs can now be properly translated.
- Slight instrument rebalance on the E1M5 boss music.
- Investigated & fixed even more lag issues. (Notably in E1M9.)
- Fixed Mirror Laser bullets being able to reflect off of something without damaging it. (Mostly notable on Powerup Copters, but wasn't exclusive.)
- Fixed the ouch scream playing from small damage later if your pain state was interrupted.
- Fixed dog powerup palettes not being initalized properly.
- Fixed the chat sound effect in multiplayer not being properly defined.
- Fixed quick powerup regrab when kicked out of you in Versus.
- Added Versus starts to all maps, so a multiplayer game can be salvaged when going to invalid maps, instead of immediately crashing.
- Updated the mapping configs to account for all of the above changes.
Files
Full Download (GZDoom + IWAD) 56 MB
Jan 17, 2022
Just the IWAD 45 MB
Jan 17, 2022
Mapping Configs 10 kB
Jan 17, 2022
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Snap the Sentinel - Episode 1
A fast-paced retro FPS inspired by SNES/Genesis era run-and-gun!
Status | In development |
Author | TehRealSalt |
Genre | Shooter, Action |
Tags | 3D, 7dfps, Colorful, Co-op, Fast-Paced, First-Person, Low-poly, Pixel Art, Short |
Languages | English |
Accessibility | Configurable controls |
More posts
- Steam Next Fest demoOct 09, 2023
- Combos in SnapJun 02, 2023
- A Large Snap Episode 2 PreviewFeb 10, 2023
- v2.4 releaseJul 11, 2022
- v2.3 releaseMay 11, 2022
- v2.1 releaseNov 17, 2021
- Episode 1 (v2.0) releaseNov 11, 2021
- Versus UpdatesOct 05, 2021
- Invasion PreviewSep 01, 2021
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