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WASTED Build 990

WASTED · Community Announcements · August 18, 2017

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Greetings, Wasters! Mr. Podunkian here with another update!

At long last, an update to the game that changes some of the game's more annoying aspects!

First, a bit of background. Originally, my post-launch plans for WASTED were to provide small bugfixes to the game in the months following the game's launch, while secretly working on a larger scale expansion that took wasters into some of the settlements that didn't make it past the cutting room floor. My secondary goal there was to simultaneously try to rework some of the game's more, shall I say, controversial (and perhaps review tanking) aspects in a bigger, free update -- not necessarily to neuter the game at all, but rather to make sure the game "feels" fun, and that players don't fall victim to "cheap" deaths.

The bad news is that due to scheduling and budget, the talks to get a larger-scale expansion to the game kind of got shelved by my publisher -- so barring a significant change in circumstances, Vague Ass will probably have to remain shrouded in vagueness.

The good news, however, is that a lot of these changes I had been waiting on holding off on are now things I can just introduce to the game at my own pace.

So, beyond a fix for a fairly major bug, the brunt of this patch is aimed at revising the game's mechanics, and to better signal to the player when certain, shall we say, near-catastrophic events are to happen.

The first of these changes is one that I'd been going back and forth on in my head for awhile -- allowing players to attack while knocked back. A big principle behind my game's design was that enemies and players should be on a level playing field -- that game mechanics should affect all characters equally. What I ended up finding, however, was that while this did in fact encourage more careful play, it also kind of reduced a lot of the combat to "whoever strikes first wins." It also caused a lot of super frustrating moments where players were juggled in the air by powerful attacks and were helpless to do anything but watch the health slowly drain out of their poor little bodies, which was, unsurprisingly, Not Very Fun. As such, I've changed it so that player characters (and player characters alone) can use their weapons while being knocked back. You still lose control of movement, which retains the dynamism of being knocked into traps and such, but allowing players to try to strike back while they're blasted into the air ended up being a great compromise that still penalizes players for sloppy play, while stripping the game of that brand of frustrating death.

The second change was to the S.O.B. Purifier -- not necessarily to how it acts, but how its presented to the player. Previously, a first time player was dropped into the Cooler, was probably playing the game like Fallout and scrounging every clipboard and pencil for whatever weird reason, only to be blindsided by a message that someone was really mad at them and was coming from somewhere to try to kill them, which is fine for longtime players, but obviously frustrating for people who haven't yet come to terms with how the game is played.

Therefore, I've telegraphed the S.O.B.'s arrival a lot clearer -- you get reminders at the 1 minute, 30 second, and 10 second mark that the S.O.B. is approaching. I've also added a timer to the minimap that shows exactly how long you've got until the Purifier comes to party, and as an added bonus, the S.O.B. is now marked on the minimap, so that you can make better calls as to what path to take to avoid them. Essentially, these challenges make it easier for new players to deal with the S.O.B. on their first few encounters, while veteran Wasters who already know how to game the system can, well, continue to do that as easily as they did anyways.

Anyways, sorry for the long ramble! Please let me know what you think of these changes -- I know nobody likes when a game is EZ-moded, but I've honestly made these changes in the interest of making the game more fun without compromising the extreme challenge that comes from avoiding traps and expertly handling the game's death-inducing obstacles.

Bye-bye for now!

- Arthur "Mr. Podunkian" Lee

king bore haha

Changelog for build 990:
WASTED MORE ON STEAMCOZYWASTED 76.8% positive · 1,171 reviews Price tracking · player charts · similar games →