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Roundbound

limestudio.roundbound

Fire rounds at round enemies in a round world!

Voir l’analyse complète Joueurs · rétention · sessions · mises à jour · succès

À propos

My first game jam ever!
Game Developed in ~24hrs

WASD to move
Space/LMB to shoot
Shift to dash
T to switch theme


Credit:
Trace Agent (Loop) ; vitalezzz: https://opengameart.org/content/trace-agent
Metal Hit Woosh ; Mixkit: https://mixkit.co/free-sound-effects/whoosh/#asset-1485
Oriental Dojo Pan Flute Notification Sound ; Chrysalyn: https://pixabay.com/sound-effects/musical-oriental-dojo-pan-flute-notification-sound-543520/
Shotgun ; DennisH18: https://pixabay.com/sound-effects/film-special-effects-shotgun-146188/

No generative AI used for art or audio.

Historique des joueurs de Roundbound

Plage de 7 j · moyennes horaires

Mises à jour

4 mises à jour
Version v1.4 Boss Events & Performance Update Auto Fire override - hold LMB or Space while Auto Fire is enabled to pause firing; release it to resume 23 modifications

Added

  • Auto Fire override - hold LMB or Space while Auto Fire is enabled to pause firing; release it to resume
  • Version badge - added an animated custom-font version badge displaying v1.4

Improved

  • Boss events - normal enemies continue spawning during boss encounters
  • Round progression - regular enemies continue advancing the level quota while a boss is active
  • Boss persistence - undefeated bosses can survive into later levels
  • Boss completion - defeating a boss no longer automatically completes the level
  • Boss rotation - bosses are selected randomly from unseen variants until all 20 have appeared
  • Cross-run rotation - unseen-boss progress now persists between runs
  • Cycle rollover - completing the full boss pool starts a new shuffled cycle without immediately repeating the previous boss
  • Boss durability - boss health now begins at 240 and increases by 120 per encounter
  • Enemy quota values - regular enemies award 1 quota point, elites award 2, bosses award 5, and boss summons award 1
  • Heavy Rounds - reduced weapon damage from 10% to 6% per rank
  • Rapid Chamber - changed from 6% interval reduction to a smooth 4% fire-rate increase per rank
  • Power Reservoir - reduced duration bonus from 15% to 10% per rank
  • Forked Fire - reduced angled-shot damage from 45% to 25%
  • Chain Reaction - reduced its bonus from 0.75 to 0.50 per rank
  • Armory readability - increased text sizes, contrast, spacing, prices, ranks, and preview-hint readability
  • Credit counter - increased the bottom credit counter size by approximately 21%
  • Level announcement - updated its entrance and exit animation direction
  • Boss headers - removed the numbered x/20 suffix from boss names
  • HUD rendering - cached repeated ring textures and colour calculations
  • Effects rendering - optimized arc and ring drawing to reduce render-submission cost

Fixed

  • Menu cursor - reinforced cursor visibility and release on the home screen
Version 1.3.0 Core & Bosses Update Run upgrades - choose one of three deterministic upgrades between rounds starting at level 2 24 modifications

Added

  • Run upgrades - choose one of three deterministic upgrades between rounds starting at level 2
  • Upgrade pool - Heavy Rounds, Rapid Chamber, Thrusters, Reinforced Hull, Dash Capacitor, Power Reservoir, Forked Fire, and Chain Reaction
  • Core upgrades - permanently improve Weapon Damage, Movement, Hull, and Dash Recovery
  • Credits - earn currency from enemies, elites, and bosses
  • Boss rounds - fight a Round Core every fifth round
  • Boss variants - encounter 20 rotating bosses with unique behaviors
  • Boss attacks - bosses can use projectiles, shotguns, lasers, minion fire, radial patterns, charges, and danger zones
  • Boss interface - boss names, descriptions, health bars, and attack telegraphs
  • Elite enemies - Swift and Armored variants can appear from level 3 onward
  • Elite rewards - elites award double score and 2 Credits
  • Cursor aiming - aim using a locked virtual cursor and in-game reticle
  • Auto Fire - continuously fire using a persistent Settings option

Improved

  • Round continuity - surviving enemies and projectiles remain during upgrade selection
  • Level announcement - displays a large animated level number instead of ONE MORE ROUND
  • Heavy Rounds - grants 10% weapon damage per rank
  • Rapid Chamber - reduces fire interval by 6% per rank
  • Thrusters - grants 6% movement speed and acceleration per rank
  • Reinforced Hull - grants 10% maximum health per rank
  • Dash Capacitor - reduces dash cooldown by 8% per rank
  • Power Reservoir - increases power-up duration by 15% per rank
  • Forked Fire - angled shots deal 45% damage while center and Triple Shot lanes retain full damage

Fixed

  • Run rewards - Credits are banked exactly once when dying or deliberately quitting
  • Health display - health always uses a percentage and can display values above 100%
  • Cursor release - the system cursor is restored during menus, pause, upgrades, focus loss, and game over
Version 1.2.0 New Rounds Added Shotgun: seven close-range pellets 4 modifications

Added

  • Added Shotgun: seven close-range pellets
  • Added Laser: instant damage beam
  • Added Rockets: explosive area damage

Improved

  • Dash duration (2.5sec -> 2sec)
Show 1 older update
Version 1.1.0 New powerups and Dash ability Added the ability to dash by pressing Shift 3 modifications

Added

  • Added the ability to dash by pressing Shift
  • Added a 360° Power-Up that lets you shoot in every direction
  • Added the Ninja Ability, which gives you unlimited dashes, makes you immune to enemies, and lets you slice through them while dashing.

Médias

03
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