In Hypergun, you must save the world as DevTech Labs' gun-crazy intern, Dewey Owens, making your way through this fast-paced, roguelite shooter centering around a procedural weapon of questionable effectiveness. In short, it's up to Dewey to fight through through waves of alien interlopers in a simulation designed to create the ultimate weapon. In short, you make crazy guns and unleash them on aliens, because aliens, as we know, are always bad. And what do we do to bad things? We shoot them.
There are some significant changes to Hypergun, and it should really mess with the challenge and combat of the roguelike shooter. The most important of these is the changes to the attachment per slot, as the devs claim that their idea to have an infinite amount of attachments was a good one, but in the end it didn't pan out in the way that they wanted. with most guns evening out to a degree, and not feeling very unique. Check out some of the changes below, and you can try the game out on your own here.
One Attachment Per Slot
After much deliberation and testing, we settled on limiting attachments to one per slot (so you can carry a maximum of 8 at a time). In doing so, we were able to drastically buff the values (especially on Golds and Platinums!) making each attachment you pick up much more significant. There's now also an aspect of decision making and control over your build; since you can choose which attachments you pick up, it's possible to prioritize certain stats, elements, or secondary fire modes. We've found in our testing that this makes the progression much more engaging, and ultimately gave us a better feeling of connection with our personal HYPERGUN.
To clarify - the attachments still drop randomly in the simulation as they used to. You still need a certain amount of luck to get a "perfect build", but the RNG aspect is much more limited that it used to be with this new system.
Enemy Mutators
This is another big point, which helps to make enemy encounters more varied. When spawning, enemies now have a chance of inheriting a bonus effect (indicated by a particle aura). The mutation chance increases as you progress further into the game, so get ready for some beefy endgame enemies!
Double Damage - orange aura
Double Speed - yellow aura
Double Attack Speed - purple aura
Double Health - green aura
Champion (double everything) - white aura
Enemy Balancing and Progression
Every enemy has had health, speed, damage, etc. values tweaked and massaged. Certain enemies are less bullet-spongy (looking at you, Mage), some are faster and more deadly (Shamblers!). The overall goal was to make sure each enemy was feeling dangerous in their own with, without being cheap or overly tanky. These changes keep the difficulty up, without dragging out later levels purely by nature of bullet-sponge targets.
We've also adjusted the levels at which enemies start spawning in. Previously, you'd encounter pretty much every enemy type by around level 3-4, and after that they'd just increase in number. This made earlier levels more intense, but not in a particularly satisfying way.
For example, The Lab now includes only Shamblers, Wasps, and Crawlers. In The Factory, we add in newly tuned Snipers and Fungi into the fray, and so on. This progression is much more gradual, while still maintaining a great deal of challenge throughout the experience (don't forget, those Shamblers are a lot more deadly than they used to be!).
Metagame Progression
One complaint we had at launch was grindy progression. While it should take awhile to unlock EVERYTHING in the game, we also want you to be able to experience the content you're interested in without sinking 20 hours into the game.
Hypercoin drop rates (and drop rates in general) have been increased, meaning you'll collect them more quickly than before. Attachments in the Meta Shop have been reduced in price, as have Class Abilities. These changes collectively result in a much more consistent progression; every run or two you'll be able to unlock some new toys!
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