DOWNLOAD KB v0.06a
Windows 64bit
To play, extract the Zip and open "KickingBrass.exe"
PATCH NOTES
0.06a
General changes
-
Shadow beneath the player is now clearer
-
More improvements to UI
Enemy changes
-
The initial projectile of the heavy brass (not the small shockwave ones) now takes 1.4-2.4
seconds to land instead of 0.7 to 1.7
Enemy changes
-
Glass furnace now only gives half a glass heart on kill
Bugfixes
-
Gatling Laser verticality has been fixed, making it much easier to jump over
-
The hitbox around gatling during his laser (not the hitbox of the laser itself) has been
decreased by a bit more than 10%
-
Fixed a bug where pickups and money could get stuck beneath the floor
-
Fixed a bug where sometimes the game timer would update every 2 seconds instead of every second
-
Fixed a bug where the click hitboxes to swap left and right on the upgrade shop were smaller
than intended
0.06
General changes
-
Waves 11-19 have been made drastically easier
-
All instrument prices reduced to 10
-
Sounds for buying and picking up instruments added
-
Reroll cost is now linear 1-2-3-4-X instead of squared 1-4-9-16-X^2
-
Significant UI improvements made to shop and blacksmith
-
Healing amulet damage sound is now 40% quieter
-
Light emitter removed from soul loop and skeletons to improve performance
-
Instrument pickup sounds added
-
Reworked enemy spawn vfx
-
Quitting and reentering the map now puts you at the start of the map rather than where you were
standing when you quit, this is to prevent certain bugs with moving platforms
-
The arena no longer immediately starts upon entering it, instead there is a pressure plate in
the middle which must be stepped on to begin the fight
-
Inventory ui has been reworked
Player changes
-
added a visual effect on spawn and death
Enemy changes
-
Heavy brass now has a 4 second cooldown due to bugs with the formation causing him to attack way
too quickly
-
2 new elite enemy types added to waves 11-19, guitarist Mikaela and cymbalist Clyde
-
Drummer has temporarily left for marching band practice
-
Brassbarian soundtrack has been reworked
Brassbarian has been moved to wave 20 to give the player more time to prepare
-
Brassbarian health increased from 80 to 150 (since the player will probably be dealing more than
double the damage at this point)
-
Brassbarian leap no longer causes a projectile shockwave, instead it causes a lightning ring to
form
-
Gatling has returned!
Gatling has been drastically reworked with much more heavily telegraphed attacks and is now the
beginner boss at wave 10
Map changes
-
Environmental terrain changes have been added to waves 11-19
Instrument changes
-
Violin-
Alternate fire (spawning the orbiting projectiles) cooldown has been buffed to 0.5 to 0.3
seconds.
Alternate fire now spawns three-eighth instead of two-eighth notes, making it easier to aim
shatters.
Primary fire cooldown nerfed from 0.6 to 0.8 seconds
-
Saxophone-
Alternate fire is now instant instead of charged and can now be fired while charging primary
fire
-
Lyre-
Primary fire cooldown has been nerfed from 0.5 to 0.6 seconds
-
Trumpet-
Alternate fire now needs water to be used (primary fire to have been used at least once)
Equipment changes
-
Ballet Skirt-
Nerfed: Now cannot hit the same target more than 6 times (for a total of 3 damage), previously
unlimited (for a total of 8 damage + 8 per upgrade)
-
lightning visuals and sounds have been improved
Bug fixes
-
fixed a bug where when the game restarted the screen would flash black due to resolution issues
-
fixed a bug where prickly helmet would crash the game when taking damage inside an enemy shatter
effect
Coming soon
Looking forward.
We are excited to announce that with the help of the Bauhaus Neudeli, that we now have an office
workspace. Scratching together old computer parts, we will soon be able to work together in person,
in a more collaborative and effective manner.
We would like to thank everyone who came by our Booth at A-maze 2023, to play and give feedback to
our game. We can't overstate how important and motivating those interactions were. For privacy
reasons we won't name name, but i'm sure you know who you are, thank you very much !
With your feedback we'll now immediately get underway, working on the next big patch. This should
hopefully breath some life into the arena, by populating the stands, adding more passive npc's, and
place King Brasshoven comfortably on his throne. Furthermore, we are planning on adding an in-game
tutorial, to make the process of picking up and playing the game easier. The web tutorial shall of
course also still be a thing.
Throughout the year, we will be doing out best to attend more events, meet more people, and
hopefully get more support to be able to work on the game full time.
0.05a
General changes
-
Cursor made more visible
-
Added a return to menu button
-
Removed a ui debug button that was left in by accident
-
Fixed timer running during menus
Player changes
-
Player camera has been moved slightly up and zoomed out
Enemy changes
-
Melee shield break sound increased
-
Brassbarian bass solo intermission now fires slightly slower, and no longer has vertical notes
-
Brassbarian spin is slower, less accurate and takes 0.5 seconds longer to wind up
Item changes
Instrument changes
-
Fixed snare drum decsription
0.05
General changes
- Improved performance.
-
Items have been split up into items and equipments. Equipments only have passive effects while
items have active effects. Equipments have five extra slots dedicated to them.
- You can now buy from the shop by clicking on items, or interact with the shopkeep to get a more
detailed description of their wares.
- Larger notes now drop which provide 5 notes to reduce the amount of clutter on the ground.
- Most projectiles are now visually represented by notes. Several areas of effects can shatter
these into smaller notes, for example striking a two-eighth note from the trumpeter with a
double bass will shatter it into two single-eighth notes. The base damage of notes is based on
their type, for example two-eighth notes will always deal a base of 1 damage. These also have
awesome new visual effects.
Player changes
- The player now has a properly functioning inventory that can be accessed with “I”. You can throw
items out of your inventory by dragging them out, and can swap around items.
- Money near the player is now slowly pulled towards you.
-
Visual Overhaul to character animations.
-
Glass heart visuals improved.
- Partial health doesn’t exist anymore, all damage and healing is dealt in multiples of 0.25. (The
smallest instance of damage or healing is a quarter heart).
Enemy changes
- Lobbed attacks are now telegraphed
-
The shockwave from saxophonist projectiles now deals 0.5 damage instead of 1.
- Heavy Brass shockwave now deals 0.5 damage instead of 1.
- The drummer attack & move speed shockwave (orange) now instead forces all allies it hits to
perform an attack.
- Brassbarian has received a massive visual overhaul. His attacks now have better telegraphs. He
has significantly more health, a second phase and an intermission phase. The projectiles from
the brassbarian swing and leap have been slowed down, and only deal 0.5 damage in phase one but
1 damage in phase two. He is now invulnerable during the spin. The stun duration after the spin
has been reduced, and the damage amp has been removed.
Map changes
- The shop section has become easier to navigate, properly lit and generally condensed in size.
- Elvo and Melven’s shops have been split up, Melven now focuses on selling food while Elvo
focuses on selling equipments. Floog still sells items and instruments.
- The colosseum now celebrates your victory, when you clear a set of waves it will be clearer.
(The camera will zoom out, confetti will be launched, music will play, money will rain down on
you)
Item changes
Added Items
- Goose Whistle - Costs 15. Passively grants a goose who helps you in combat. Can be activated to
command the goose to charge to your cursor on a 5 second cooldown.
- Bottled Starlight - Costs 30. Causes stars to rain down on nearby enemies for the next 6
seconds. Cooldown: 18 seconds.
- Fleet Feather - Costs 5. Grants a burst of 100% movement speed decaying over 3 seconds. Has a
cooldown of 10 seconds.
-
Egg - Costs 1. Can be thrown, explodes into a large aoe of three-eighth notes. Destroyed on use.
Adjusted Items
- Cinderloop - Cooldown reduced from 7 to 6 seconds. Now shatters nearby projectiles.
- Frigid Loop - Cooldown reduced from 12 to 9 seconds.
-
Electroloop - Reworked. Now channels a beam of lightning which slows enemies within it for 1
second before exploding, dealing 1 damage and stunning enemies within. Cooldown of 7 seconds.
- Soul Loop - Fixed and slightly reworked. No longer fires 1 projectile per enemy, instead fires 5
projectiles each time. Homes towards the closest enemy. Applies fear. Doesn’t break on terrain.
Now requires 5 souls instead of 4 to be used.
-
Soup - Now heals over 15 seconds instead of 30. Has a visual indicator. Due to the partial
health changes now heals 1 heart every 5 seconds instead of gradually filling up your heart over
time.
- Piggy Bank - Now has a visual effect. Moved to equipments.
- Prickly Helmet - Renamed to thornmantle and moved to equipments. Visually updated.
- Rusty Shield - Cooldown reduced to 8 seconds.
- Plate Armour - Moved to equipments.
Removed Items
- Carrot - Removed
- Cheese - Removed
- Power Potion - Removed
- Vitality Potion - Removed
- Suspicious Finger - Removed
- Amplifier - Removed
- Haggling Dice - Removed
- Void Baton - Temporarily Removed
- Stonebound Loop - Temporarily Removed
- Gusty Loop - Temporarily Removed
Instrument changes
Added Instruments
- Violin -
Normal Attack: A quick slash which shatters projectiles.
Alternate Attack: Creates an orbiting two-eighth note, you can have up to 8 at once. Every
second note is a ghost note which cannot hit but can be shattered.
- Snare -
Passively creates up to 2 small heavy brass minions which follow you around.
Normal Attack: Release a shockwave which commands nearby allied minions to attack.
Alternate Attack: Command your minions to follow a different formation.
- Xylophone -
Normal Attack: Summons a skeleton which attacks nearby enemies with one-eighth note. Can
have up
to 5 skeletons.
Alternate Attack: After a brief delay causes all your minions to explode!
Adjusted Instruments
- Lyre -
Alternate attack now does a delayed sequence of 5 two-eighth notes. A single enemy cannot
be
hit by multiple notes.
- Trumpet -
Normal attack fires a two-eighth note in a straight line. Can be charged to fire a
faster
moving three-eighth note instead. Normal attack builds up water, alternate attack consumes water
to
create a damaging blast with strong knockback which leaves behind a puddle that slows enemies
with
size based on the water consumed.
- Saxophone -
Normal attack lobs a two-eighth note which creates a small shockwave of eighth notes
upon landing. Can be charged to release a quarter note which creates a shockwave of two-eighth
notes
upon landing. Alternate attack lobs a note which creates a shockwave that pulls enemies towards
the
center. Can be charged to increase the area and strength of the pull.
- Double Bass -
Normal attack now also causes you to lunge forward during the swing. Alternate
attack
now leaps a fixed distance in the direction you aim, and doesn’t perform a shockwave when you
land.
Can perform a downward slam by using either attack in the air, this slam damages and pulls
enemies
and shatters projectiles based on the height you slam down from.
Removed Instruments
- Maracas - Temporarily Removed
- Keytar - Temporarily Removed
- Bongos - Removed
- Mic - Removed
Equipment changes
Added Equipment
- Glass Furnace - Costs 10. Defeating an enemy grants 1 glass heart for 4 seconds.
- Ballet Skirt - Costs 5. After landing from a jump you release a spiral of eighth notes.
- Greed Armour - Costs 25. Damage can be blocked by Money. (10 Money blocks 1 Damage). Half of the
money lost is dropped nearby and can be retrieved.
- Oven Mitts - Costs 10. Whenever you defeat 5 enemies, cook a cookie or rarely a pizza.
- Revive Doll - Costs 15. If you would die, it sacrifices itself to save you, preventing your
death
and fully healing you.
Bounty changes
- Bounties can now provide rewards aside from money. (Items, Weapons and Equipment). These offers
are
usually worth significantly more than what the bounty would have rewarded you with otherwise,
and
can even provide you with rewards that aren’t available from the shop yet.
- The types of bounties that are offered have been reworked. We removed the bounties that
increased
enemy damage, attack speed and move speed since we want to focus on bounties changing the way
that
you play rather than simply raising the numbers. These have been replaced with bounties that
cause
projectiles to ricochet and add specified enemy types to waves. There is also a hard mode bounty
that appears for boss fights. The bounties we’ve included so far are some of the less
interesting
ones we had planned, we are excited to significantly expand this pool in the future.
- Bounties have received a significant visual overhaul.
Bug fixes
- Knockback stacking when hit by multiple projectiles has been fixed and removed.
- Randomly getting stuck in the floor has finally been fixed. (The unstuck button has also been
removed
since it is no longer needed).
Coming soon
- Upgrades will be expanded on more significantly in a future patch, we only managed to get some
basic
ones in on time for this one.
- Significantly more waves. We were a little strapped for time near the end of this patch so we
didn’t
have many waves prepared this time. We mostly focused on waves 1-10, and are excited to bring
back
many more waves and boss fights in the near future. (Probably next major patch)
- Hotfixes for bugs or balancing. Previously we couldn’t do this because we didn’t keep track of
our
old game version, this meant we could only do updates on our internal version of the game which
was
a very bare bones rework of the game that couldn’t be compared to what we had live at the time.
This
time we’ve made a branch of the game that we can work on to make needed adjustments for any of
our
oversights. So please make sure to flood our bug reports channel on discord with whatever you
find,
this time we’ll be able to act on it.
- Faster updates. Most of the reworks we were talking about are done. Due to university exams we
will
be pretty busy over the next month, but afterwards we’ll be able to bring out major updates
significantly faster than this one.
- Many more items, weapons and equipments will be added, including returning ones which didn’t
make it
into this patch in time.
- Many more bounties and enemy variants. (Most of them didn’t make it into this patch).
- Improvements to options, hotkeys and controller support.
- Improvements to standard enemy formations.
- The old electroloop will likely return as an alternate upgrade to the current electroloop.
- Multiplayer is still going to take a while, so don’t expect it anytime soon but it is still
being
worked on.