Recent Updates
UberLoop » Devlog
Focus: Character Balance + Character Select Improvements
Character Skill/Stat Balancing
- Reworked growth stat naming to clearer multiplier semantics in
CharacterPerXpLevelGrowth(for exampleMaxHealthMultiplier,MoveSpeedMultiplier,AttackSpeedMultiplier, etc.). - Preserved existing prefab/asset values during rename using serialization migration attributes, so current character tuning data stays intact.
- Updated HP regen growth behavior so
HpRegenPerMinuteMultipliernow adds a flat amount per XP level (for example value10=+10 HP/mineach XP level), matching intended balancing behavior. - Kept per-character progression scaling integrated with existing
RunProgressionstat refresh flow. - Clarified and verified kamikaze damage behavior and nuke damage path via temporary diagnostics, then cleaned diagnostics afterward.
Character Select Menu Updates
- Character growth sliders now read the renamed growth multiplier fields consistently.
- Fixed slider value clamping to use each slider’s authored
<span class="md-inline-path-prefix">minValue/</span><span class="md-inline-path-filename">maxValue</span>range (instead of generic 0..1 behavior), improving accuracy. - Restored attack speed growth slider source to growth-per-level data (
AttackSpeedMultiplier) for consistency with other growth sliders. - Updated Total stat computation to reflect displayed growth stats logic:
- Excludes non-displayed growth fields (like jump/slide/aoe/auto-target/crit-dmg).
- Includes requested displayed growth fields.
MaxHealthMultiplierwas re-included per latest request.- Total displays with two decimal places.
- Added runtime version label formatting on character select as
V.{Application.version}.
Combat/Attack Reliability Fixes
- Improved ranged enemy attack robustness: if queued animation-event projectile fire times out, enemy now fires via fallback and logs warning instead of stalling attacks.
- Fixed damage popup showing
Infinityon kamikaze self-kill paths by clamping popup display to actual finite dealt damage.
Projectile/VFX/SFX Fixes
- Skeleton slash projectile visibility issues on mobile/WebGL were corrected by restoring proper material setup and compatible render settings.
- Bullet spawn SFX behavior adjusted so shot sound plays at projectile spawn context (not impact), with configurable pitch variance.
Stability/Build Verification
- Repeatedly compiled with
dotnet build "d:\UnityProjects\Square\Assembly-CSharp.csproj"after substantive script changes. - Incremented project
bundleVersionon each requested modification cycle (currently progressed through5.0.46).
UberLoop
Carve through endless monster hordes, stack wild upgrades,, and forge ridiculous overpowered builds every run.
| Status | In development |
| Author | MikeMo |
| Genre | Survival |
| Tags | Arcade, Auto Battler, Bullet Hell, Roguelite, Singleplayer, Top-Down, Top down shooter |
More posts
- Recent Updates1 day ago
- Introduction1 day ago
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