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V29: Christmas!

RICE - Repetitive Indie Combat Experience™ · Community Announcements · December 20, 2023

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It's holiday time! Before we wrap up the year we're bringing you a tasty dish of RICE to go with your festive dishes! This patch reworks enemy spawns, blackhole, has a lot of changes, fixes and new content for you to feast on!

If you were thinking about getting the game, now is a great time to do so as we are part of the Steam Winter Sale through our publisher Freedom Games! From December 21st until January 4th, the game will be on sale for 20% off! Make sure to check out Freedom Games' Winter Sale 2023 page to pick up some great games to play over the holiday season.




Additions:






Reworks:


Waves:




Enemies now spawn quite differently before. After 5 seconds, a new wave will start, sending an ocean of enemies at you. The more planetoids you destroy, the bigger waves get! Once you defeat a wave, or after an amount of time, the next wave will spawn, so be quick.

This change increases the amount of enemies spawning per wave by a lot, enemies will also spawn a little more fairly, so you will get a more even spread of enemies.


Slows, Frozen, Frostbite:




Slows have been changed into a flat stacking slow rather than a percentage. If the slow completely negates an enemy's speed, they become frozen! The Ice Shard weapon has changes to reflect this, it now converts knockback into slow.

Frostbite has also been reworked, as the previous version was simply a DOT like Poison or On Fire, which was rather boring. Now instead it's a damage boost for hitting slowed targets.


Blackhole:




Blackhole has been changed to be more intuitive and less self destructive. The first change is that blackhole now never expires, and moves to a set distance away from the player, following the cursor's direction.

The second change is that, instead of spawning a new blackhole that pulls the previous blackhole, each cast of blackhole will trigger the blackhole to deal damage in an area, along with other effects from higher tiers. The visuals of blackhole have been massively improved so you feel like you're properly directing a force of massive destruction!





Changes:



Fixes:





Dev Note:

Thank you all for your patience! This has been a long patch and is months of me analysing and fixing the game and trying to figure out why I was no longer enjoying it. I've changed a few of my views regarding the game, and I've committed myself to progressing it in the best way possible going forward. I will be balancing things more about what I find fun, rather than trying to keep everything equally balanced. As it stands, this patch has drastically increased the amount of fun I have with the game and I no longer feel burnt out working on it. There are many changes this patch, so I can't offer insight on everything, but I will hit the major points:

Waves are the biggest change and took the longest of everything here. Waves fix an inherent problem I was having with the difficult of the game, and provides a natural flow to the game that I had tried creating many times before but failed. Overall this is the greatest improvement I've made to the game so far in my opinion and makes the game far more enjoyable. I do plan to make the wave counter more readable, so this shouldn't be it's final form, but a good start. Another benefit of discreet waves is that I can now have event/special waves in the future, which is something I wanted to do for a while but had no way to do it. I also like the fact you can now see what threats are upcoming, and the system opens a lot more design space in general.

I reworked Slows, Frost and Frostbite as I found myself avoiding them every run, it really was just a weaker version of fire. With these changes they feel far more impactful and unique.

Snap was changed to attach only because most people weren't attaching it, which is very inefficient as this card benefits massively from being on high damage or knockback cards. Making it gold was a natural change as having to place silver snaps on weapons constantly was annoying.

I shouldn't need to explain why blackhole was changed, but for anyone who never used it, it would consistently kill the player, was unintuitive and just felt really bad to use. It's far more powerful and fun to use now, with much better synergies, specifically with attack speed.

I increased the metacurrency drop rates for enemies, since pot of meta-gold wholly outclassed anything you got from enemies, so this just brings them more in-line. The buffs to honey and monster bone make them feel like actually effective healing sources now, which is great too.

Once again, thank you for your patience! Once I come back from holidays I hope to begin working on a wonderful content-filled patch for you all! See ye then!


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