Neon Doctrine cooperation, The Indie House, and Update V0.8.12

[h3]Hey folks, Trunks here. The publisher is Neon Doctrine, they have an amazing list of games you can check out, and they are very nice guys. Neon Doctrine is bringing Devilated to The Indie House event this year. [/h3]
[previewyoutube][/previewyoutube]
[h3]And the full reveal event:[/h3]
[previewyoutube][/previewyoutube]
[h3]Below are the changes since the last May update.[/h3] If you bought in the Realms Deep event, chances are you've seen parts of them as I've been pushing them out gradually. If you are with the old builds and haven't finished, it's recommended to restart as the design is changed (password "LowkeyVibeMode" for older versions).
[h3]Push-forward combat[/h3]
with in-battle colored resources. Potion system, potion shop and gem shop are removed. Ammo is reduced, forcing switching weapons constantly. Orange corpse heals 30 HP, blue corpse heals 50% all weapons' ammo, white corpse gives 1 grenade. Thanks to Demetroid for the suggestion of incorporating the push-forward design more closely in Devilated.

[h3]'Durability' is added[/h3]
Previously, 'weapon disappearing' forced constant weapon switching. Now broken weapons could be kept in the inventory to be recharged at Bless Point (once per level). Merchant now recharges durability instead of providing ammo (costly)

[h3]Picking a corpse up by standing near it[/h3]
instead of having to point at it. Combine Diving with Use key.

[h3]Main loop[/h3]
+ Low on HP/Ammo: Explode corpse/ Use Diving
+ Low on Durability: Keep in the inventory to recharge at Bless Point/ Replace with new weapons (from merchant/ crates)
+ Out of ammo: Switch to other weapons to passively regain that weapon's ammo via blue enemies/ Replace with new weapons
[h3]Compass with next point marker[/h3] Hard to get lost now.

[h3]Kill text is added[/h3]
Each kill has an absurd text flying up with a color indicating the hp/ammo/grenade resource. The default brightness is increased and the contrast is lowered. Easier to see enemies killed even in the dark now.

[h3]Enemies are more stupid[/h3]
(run horizontally sometimes instead of only charging at player)

[h3]Bosses' vulnerable parts are highlighted with outlines.[/h3]

[h3]Consumable orange & blue fires[/h3] in Boss fights for hp & ammo that can regenerate later.

[h3]Unlock more variations of weapons, enemies,... earlier in the game[/h3]
The start of the game becomes difficult sooner.
[h3]Bullet-time is limited[/h3]
just enough to fight in later levels. Incoming Enemy Arrows/ HP/ Ammo/ Dash/ BulletTime bars added around the crosshair: Easily monitored instead of looking at the screen corners.

[h3]Defeating boss rewards[/h3] Spawning 4 random items & Recharging 100% HP + Durability + Ammo for all weapons.

[h3]Enemies in Slaughter II and Slaughter III (NG+) are randomized[/h3]
After completing the game in Slaughter I, the final enemy variation is maintained onto the next NG+ with unpredictability & increased enemy number instead of first levels' grunt enemies again.

[h3]Show damage stats and labels[/h3]
(explosive/ energetic...) on weapons except for Staffs. Except for the Machine guns which are more consistent, damage is a rough estimation as weapons are varied.

[h3]"Retro" as the default color[/h3]
instead of "Raw". The game is more cohesive in style.

[h3]Default Warrior difficulty is harder[/h3]
(+50%). 5 difficulty levels instead of 10.

- Meat shield: more effective (blocking 65%) at the cost of its durability
- Maximum gold = 20k.
- Stylish bar is now a speed multiplier
- Encampment portals are scattered around the map. Some buttons are removed
- Fewer total equipment slots & inventory slots
- Movement is smoother & less restricted.
- The game is slowed down a bit
- Teleporting point is hidden in the Encampment area until the very last level.
- Added a setting to not increase music volume during combat
- Focus mode: Zooming in amount reduced, mouse looking sensitivity reduced.
- Loading screen is simplified.
- Full changelog: https://steamcommunity.com/app/570950/discussions/0/3110267314130087922/
Working with Neon Doctrine, from now on I'll keep the most updated experimental version at "FutureMan" branch
[h3]And as I've usually said, it is always easiest to manage the expectations :)
Thanks to Ty - In The Keep, Demetroid, Matheo, Adria Carrasco, Nikolay Korneev, Choo Choo, Dotoo and Shang-Pao for the feedback.[/h3]
[h3]Cheers![/h3]