Break Limit was released about two weeks ago and now there is an update to improve several items across the high speed shooter. You can look forward to SFX, graphical improvements UI tweaks, and bug fixes. Here is the full list of changes:
– 6 New SFX for: Break Limit, Low Shields, Wasps Dying, Break Limit Start, Break Limit Stop, Getting hit.
– Difficulty: Novice is 8x easier, Adept is about as hard as Novice was, Expert is slightly easier and Master is exactly the same.
– UI: There is now a Completion % which is shown to tell you how far you have to go on the track. I’ve also moved the Shield (health) bar up next to the Break Meter so that it’s easier to keep tabs on your shields.
– Statistics: The Game End Screen now displays what you scored on your run, regardless of if it’s a new high score – and the completion % of when you died.
– Weapon Pickups: These are now more visible, featuring a light green rotating target reticule to highlight them, making them easier to spot and thus grab.
– Sound Balancing: I am admittedly not a pro at this, but I’ve spent some time trying to balance the sound effects a bit more.
– Instant Pickups: Grabbing a new weapon, or snagging a power orb will now instantly activate that weapon / give you the Break Limit instead of you having to sit through a delay for them to trigger. Originally you wouldn’t get the benefit till the moving text arrived and registered, this behavior has been removed.
– Thumb Stick Aim: Fixed a bug where if you were holding either of the fire straight buttons then the thumb stick firing would never register. I’ve reversed the check order so that the thumb stick fire occurs first, then the button firing.
– Break Limit Tutorial: I’ve added a very short (1 screen) Break Limit tutorial that is forced after game play starts. It displays once, saves that it’s been shown, and never again after that.
– Control Polish: I polished up the control image a bit so its clearer and looks nicer.
– Break Limit Warning: One of the new SFX plays when your Break Limit dips under 25%, so you have an audio cue that you’re about to run out.