Surgebound Updates
Added 2025-06-11 14:56:40 +0000 UTCHey all!
There will be a proper devlog for Surgebound coming soon, but for now, enjoy this little teaser!
There's been LOTS of changes, big and small:
ALL the levels have been reworked/adjusted. Hopefully they should now both TEACH you how to play, but also feel less like just plain tutorial levels like before and be more fun/provide a proper challenge.
You can now CHARGE the surge (which means if you charge off a projectile, it does more damage, if you surge off an ORB then it heals for more, if you surge off Frank he Blasts 5 missiles instead of 3.
You can ride surgeable objects that move (I know, the movement is slightly janky right now, it'll be smoothed out soon.)
The CAMERA system was overhauled. Some levels just made the game WAY too zoomed out, plus...constant different zoom levels really make shaders that rely on screenSpace UVs get a bit messed up, so I decided to pick a fixed zoom level per level, and if you get too far away from Frank the camera will lerp towards you, and a pointer will show up on screen showing where Frank is.
Support for multiple quests per level was added.
Support for multiple UV distortion effects was added.
Various visual improvements and enhavements.
Many other small improvements to ensure the game feels FAIR (for example, missiles should be slightly easier to deal with now, because surging off them affects their speed, so you can potentially slow them down or speed them up.
Surge BLAST missiles (from surging off Frank) are surgeable now. They were the only projectile in the whole game that you couldn't surge off of, and this just couldnt' stand...
Haptics can be interrupted/resumed now. (This was tricker to implement than I ever anticipated.)
I'll be doing a ROUND 2 of playtesting in the coming weeks. I don't know when exactly, cause I need to add new levels and fix a bunch of bugs before we get there, but drop me a DM if you're interested in playtesting when the time comes!
Cheers guys!!