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(1 edit)

Red Tether Redux is here! 


Red Tether Redux Version 0.6 
New Stuff
- Destroyed enemies now leave debris and ordnance behind, which you can then sling into other targets
- You can now use tethers to rip attachments from ships, disarming and damaging enemies in the process
- Added custom rip behavior for tethers on attachments (yanks at attachments and ships periodically instead of continuous pull)
- Firing tethers into a single ship now deals minor hull stress damage over time, but also makes tethers quickly expire
- Added enemy PDC attachment (mounted auto-cannon with limited targeting arc that will deal serious damage to you if you get to close)
- You can now stabilize your ship in place (s by default), great for braving those shock waves
- Reeling while stabilized pulls objects towards you, with more power than regular tether connections
- You can also rip attachments faster this way
- Certain lighter objects now get pulled towards you when swinging
- Added player health system as a second line of defense when your shields fail
- Added upgrade systems with collectible containers that alter your ship and tether stats
- Added 3 variants of Serf class cargo vessel:
Heavy Freighter - Comes with cargo containers that you can rip off and use against other ships
AM Hauler - Deals AoE damage when destroyed and carries antimatter containers with a similar effect
Tech Transport - Has multiple upgrades attached, but will self-destruct if it looses control of one
- Added Warrior class primary fleet asset as a new late game enemy
- Reworked tutorial to be less text heavy
- Reworked title screen and made tutorial optional
- Runs now continue up till wave 18 and each wave has 3 variants now
- Added lock-on system that shows object data, aids with targeting small objects and allows to tether missiles in mid-air
- Added pull force direction indicator that gets displayed while swinging
- Added a distortion system that makes UI elements glitch out and red-yellow shift under certain circumstance
- Added hit-flash system
- Added a whole bunch of new vfx/sfx
- Implemented basic dynamic mixing for background music
- Added a config.txt file that allows customizing controls and some game options (check readme for details)

Balancing and general changes
 
- You now turn faster while reeling in
- Tethers now expire after some time
- Tethers now gain some force as they contract
- Low threat objects now deal less collision damage to the player
- Crash damage ticks no longer destroy tethers
- Enemies dying and contraction to near zero now destroys tethers
- Improved how tethers animate in relation to player/input states
- Differentiated some sound queues
- Improved anti-matter explosion anim
- Adjusted object outlines so that they exclude parts of objects that have no harpoon collision
- Rocket pods are now attachments
- Rocket fire gets more accurate the closer you are to its origin
- Rockets now slightly home in on while approaching
- Slinger class rocket ships now has two rocket pods that it can fire independently
- Spearliz class light cruiser now fields two PDCs



Fixes
 
- Multiple tether between the same targets now correctly add up their pull force
- Enemies now deal their intended crash damage to thing they are in contact with (instead of a fixed rate for all crashes)
- Wave text should now type out correctly when starting a new wave
- I ton of stuff I've forgotten to log