1.1.1.1


Initially, I planned to add saving to the settings and introduce a new perk. However, one month later, almost everything has changed. Dear god.

What’s New?

- New Objective! And Changes to Other Objectives -

* "Destroy the Pillars" is now the final (seriously) objective of the game.

This update focuses on trying to have more gameplay styles, such as speedrunning, and introducing a new objective beyond "Kill Them All." DTP now spawns passive structures emitting a blue light. Shoot them twice to destroy them.

I’m like the pillars—they add a unique atmosphere, More on in the visual changes section.

* General Objective Changes:

Objectives now have different chances of appearing:

- 75%: Destroy The Pillars, Kill Them All, or Find The Key

- 15%: Capture The Flag

- 10%: Survive The Bomb

* Capture The Flag Changes (New Enemy!)

To make Capture The Flag more engaging, capturing the flag now triggers the appearance of an explosive “friend”! I this is a chance-based event.

* Survive The Bomb Changes

The key now detonates THE BOMB earlier, and THE BOMB now destroys groups of turrets.

* Find The Key

Spawn positions have been updated. Avoid using the key in an "ACHIEVED" room.

* Kill Them All

Fixed various bugs that prevented room clears from being registered.

- New Enemy! -

Introducing the CONTROLLER—the only enemy that moves! It adds variety and challenges by forcing you to stay alert and move around. I believe its the best enemy in the game! Very dynamic and fair!

PS: Capture The Flag now spawns a smaller explosive(ier) version of the enemy!

- New Layouts and Visuals! -

* Added 5 New Layouts! (Doubling the total amount!)

Additionally, I reworked 2 old layouts that were quite boring.

My goal was to add variety to the gameplay. It did not worked but, the new layouts added visual interest. New shapes are much more eye-catching, and combined with the pillar effects, they address the issue of repetitive room design.

* Added Shading Options to the Menu

While these options don’t impact performance, they’re a fun addition and were simple to implement using Godot’s presets.

* Turret Ray Stops at Impact

Previously removed for optimization, the visual clarity of turret rays was poor. Now, they provide better visual feedback, even if they don’t update every frame.

- 15 YES 15 NEW PERKS -

This is going to be a long one...

* Healing TP! Teleporting to your clone consumes your absorbed damage and heals you for half of its value.

I wanted a way to merge ABSORBED DAMAGE and HP, this was at first, the only perk that was going to be added, the idea was to wrap up the game with a new way to heal you.

* Damage reduction! Reduces up to 7 damage from each hit based on how low your health is.

Wait this wasnt before in the game?

Yes, but it made things too easy, and was up to 4 damage instead.

Incredible for dealing with big guns.

* Risky Aim! When aiming, you deal double damage but also receive double damage.

I wanted to make hit or die even harder >:)

* Consume Clone!

When a clone is active, press 'Q' to consume it. This action will deal damage to yourself equal to half of your current health, and copies your MaxHP as absorbed damage.

Clones are very underpowered in this game, so just consume them!

* More Points! Doubles the points you earn.

Yellow perk. A reward for getting lucky.

* Superflous absorption! Healing more than your MaxHP gives you the extra amount in Absorbed Damage. Your absorbed damage doesnt reset when you are hit.

Oh how the great has fallen, it was going to be a Yellow perk, but in testing was too bad for being worth, the status. Oh well, its a nice bonus for absorbed builds.

* Volition! You only face true death if damage surpasses your MaxHP. When your HP drops below zero, you heal fully but your Damge Multiplier doubles.

This replaced Superflous absorption as the last yellow perk, because it prevents death. This is the only thing from this game that can do that.

* Electrochemistry! Items boost their performance 500%. With each use, your dependency grows, requiring more frequent consumption to maintain the benefits. If your addiction meter hits zero, not even your Volition can save you from death.

At first, i thought it was very bad, but after playing with it, i think its pretty fun!

In a game with so little healing as this one, it makes you do a hard choise between having solving the healing problem, with strings attached.

* Savoir Faire! Every stat is treated as if it is increased by 1 level.

Very simple perk, it can break the stat barrier so this is top tier.

* Visual calculus! Your Range Increases. You can see how much your next shot will deal, your current move speed, the distance between you and the target, the health of your target, the current temperature. The UI May be a bit cluttered.

Yes, i played Disco Elysium, no these perks dont talk to you, sorry.

* Lottery Ticket! Gambling

* Perk Master! You earn +25MaxHP per perk from now on.

A nice bonus, that if you pick early is very powerfull.

* 3D Printing! When your Absorbed Damage hits 100, a new item materializes in your inventory, and your absorbed damage count resets.

The same idea from Healing TP but another spin.

* Long Shot! For every 40m distance from the enemy, raw damage is doubled.

I wanted to make visual calculus range usefull.

* THE FINAL PERK: MS KILL

You get a permanent multiplier to absorbed damage of 2.

The first time you miss an attack, you convert your Raw Damage into Absorbed Damage, ready to be unleashed. On the second miss, the Absorbed Damage turns against you, striking you instead.

Another take on hit or die.

* Oh shit i forgot about: LET THEM BURN

Enemies deal double the damage to other enemies.

- Perk Balance Changes -

* Better Luck now affects gambling.

* Explosive Loot requires being in the explosion to collect loot.

* ROLL CHANGES

The stat roll level was changed!

Now every level adds +50% power to all rolling perks per level!

So this is a buff for Rolling builds.

* Charging Shot: Now you have to hold down the aim to charge, is faster than before.

* Damaging Items now provide 20 ABSDMG instead of 15.

* Really Hot is now more playable.

* Style Meter now gives damage per style-rank.

And that is that, phew!

- NEW ITEM: THE GRANADE -

Only obtainable through random item rolls, its just a granade. 9% of appearing normally.

- DEATH CHANGES! -

* Now you have a 0.1s window were you can see what killed you, i dont know why this wasnt in the game.

* Now the death screen gives you the reason of your death!

- New Menu Features -

* Key Binding: Customize controls and move the camera with the keyboard. Saves locally.

* Preset Saving: Save your settings presets.

* Chronometer: Added a chronometer.

* FPS Limit: Set an FPS limit (default 60, max 240).

* Shading Quality Options: Adjust shading quality.

* Separate Turret Volume: Turret volume is now separate from SFX.

* LOADING SCREEN

Now the game has a loading screen that in my limited tests has reduced a lot of slowdowns and stutering.

It has a lot of use(full? less?) tips.

* PREVIOUS ATTEMPTS

Now you can see all your attempts! And there is a reward for winning!

- UI Changes -

* Added more tooltips.

- Bug fixes -

Leveling up now works everytime (even if it takes a bit)

The violet screen hasnt bothered me since i updated godot to 3.5.3 (so i hope that fixed it.)

The boomerang is a bit better? I dont know i hate that item.

- Contained is over? -

So probably this is the last update that adds anything aside from maybe a perk, and a grammar correction or missing credits or something dumb like that...

I am proud of what i could savage from this ride, it was fun.

Files

Contained 105 MB
Aug 25, 2024

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