UPDATE 0.2.2 IS UP!


It time once more! Like I mentioned before previously the last update was the groundwork for the future, now I've started to maximize on the use of those tools. From now on when you play the game you will be getting full, randomly generated, dungeons. This took more effort than I originally thought because there were a lot of issues back and forth with the rooms not connecting, and there's still plenty of areas to improve on but this is only the beginning. Right now the merger for error is low enough that I can share an update so that the game can be played. I've also made a lot of changes that I will be listing here. 


  • New chests in the game: To encourage exploration of the dungeons there will be these chests hidden through out the game in deadend rooms where the player can find new things. For now these chests only have the guns you can get in the game but they will soon be containing upgrades, grenades, health boosts, shields and more. The main focus of this update was to further develop the map system, but future updates will be more focused on the player, weapon system and challenges. 
  • Enemies will no longer drop weapons: to compensate for this the default pistol has been enhanced to be more reliable, if you want to you can finish a full dungeon with just the pistol, but its not necessary as mentioned before the weapons can be picked up in chests throughout the dungeon.
  • Additional Gameplay Updates: For the moment to compensate for the lack of upgrades and pick ups, the player's speed has been adjusted to move faster and the drop chance of health pick ups and speed boosts has been increased. there will be more upgrades in the future so be ready for that soon. 
  • New Maps: To help players find their way through the dungeons and enemies that may be far, a new radar and map have been added to the game. One tracks the motion of the enemies and the other shows you where you've been so far. To open the map you just have to press "M" on the keyboard. To unlock the rooms you must first enter them so that they can appear in the map.
  • New Wave Systems: So far the gameplay has been against steadily increasing waves in number but now the waves instead will come at you in smaller numbers but quicker bursts, making for clearing the rooms quicker, but at a more challenging pace. 
  • Boss Adjustments: Though the boss is still not at her final iteration, she has been adjusted to have slightly more health and occasionally she will spawn enemies while patrolling more often, soon there will be a major rework of the boss too so be ready to face stronger challenges in the future. 
  • Music Mixer: A new music mixing system has been added, now while there are no enemies there will be a calmer background music and then the more intense loveable noise that we're all used to hearing when it's time to do some bug biting! 

I will soon be sharing more detailed notes of the future of Bug Bite Billy where I will talk about the plans to add a weapon crafting system, a new story mode, two new enemy variations and much more! If you like what I do consider supporting the development by joining my Patron or by paying for the game, it's free to play but any contribution helps to further it's development!

https://www.patreon.com/mayhemmanny

Leave a comment

Log in with itch.io to leave a comment.