Infinity Danger has been released on the Windows Store, now you can get it for your x86 PC or tablet!
Link to download the game: http://apps.microsoft.com/windows/en/app/infinity-danger/d230813f-e819-410d-8f43-1f69a82d9704/m/row
We’ve successfully ported Infinity Danger and Zombie Football Carnage to PC, and now they’re available in our store!
We have a special offer going on: Each game is priced $4, but if you purchase 2 of them, you’ll get them for just $3 each one. And, if you purchase 3 of them, it’ll be just $2.5 each one. So feel free to pick the combination you prefer, and you’ll get them at a discounted price!
Check them out!
Remember also that you can download the demo by just going to the corresponding game page.
We’ve been asked by a few users how the boss evolution system works, so we’ve decided to make a detailed post about it.
As the game description says, the boss evolves based on your behavior and performance during the game. So even when starting from the same point, it’s unlikely you’ll have exactly the same evolution pattern.
Boss evolution parameters
The boss has three sets of parameters that evolve over time:
- Main stats: There are four main stats that are shown at the start of each wave. When a wave ends, one of them increases in 1 point.
- Mobility: This stat increases the boss general maneuverability (speed and rotation). A boss with high mobility will move and rotate faster. This makes a little more difficult to concentrate fire on certain points, and long arms are more dangerous because of the increase rotation.
Each mobility point increases boss speed around 5%.
- Armor: This stat reduces the damage caused to the boss pieces (only the pieces, not turrets), making them harder to destroy.
Each armor point reduces damage by around 5% (Don’t worry, 20 armor points doesn’t equal to 0% damage).
- Turret: Maybe the most dangerous stat, the turret level increases turret protection and increases turret rotation speed, so they can aim faster at you.
Each turret point reduces damage by around 5% , and increases rotation speed by 5%.
- Shot: Also a dangerous stat, it just increases turrets fire rate.
Although not exact (the time spent between shots is a bit random), each shot point decreases the wait between shots by 5%.
- Piece evolution: On each wave, a new piece appears on each of the 4 boss “arms”. Both rear and front sides are simmetrical, so left and right sides are treated equally.
This new piece always removes a turret from the body, but adds new turrets attached to the piece itself, so the firepower is always increasing by around 4-6 new turrets on each wave.
- Weapon evolution: On each wave, new turrets appear (attached to the new piece), and there’s a chance previous turrets can evolve to fit a turret type that’s proven to be more strong against the player.
So, now we know what things evolve on each wave, but how they do them? Well, it’s simple:
- Main stats: The stat that evolves depends on the first thing that the player destroys at the beginning of each wave:
- Turret on the front: Increases mobility stat
- Piece on the front: Increases shot stat
- Turret on the rear: Increases turret stat
- Piece on the rear: Increases armor stat
- Anything else (Main Core): Increases mobility stat
- Pieces: Both on front and rear, a new piece appears. The piece shape is random and doesn’t depend on player behavior.
The point where the piece appears varies with the following rules:
- If the first thing destroyed on the front / rear part is a turret, a new piece appears on that point.
- If the first thing destroyed on the front / rear part is a piece:
- If the piece still has some turrets directly attached to it, a new piece appears in place of a randomly selected turret.
- If the piece has only other pieces attached to it, a random child piece is selected, and the process continues until a turret is found (and replaced).
- If the front rear is not destroyed (direct core hits), it’s treated as if the first piece was destroyed.
- Weapons: During the whole game, we keep a table where we count the amount of turrets destroyed and the number of player kills of each turret type.
When the wave ends,a random type based on this data is selected for the new turrets that will appear.
The weight of each type is based on a rather complicated formula, but it can vary between 50% and 300% depending on the proportions of kills and destroys.
The new turrets will all have this selected type, and existing turrets have a 20% chance of changing its type to the new one as well.
And that’s all the magic behind the Infinity Danger boss evolution system. As you can see, it allows to do some tricks to force evolution in the way you prefer, such as shooting at certain points to force evolution on that side, or to increase certain boss stats in detriment of others, even getting yourself killed by weak weapons.
Let us know your thoughts on this
After having gathered the feedback by users, we’ve been working on an update for Infinity Danger that fixes the most common issues found.
- Increased area size by 30% approximatedly
- Decreased player ship collision box size by 50%
- Added a red border so players can clearly see the arena limits
- Decreased a bit the needle and ballistic weapons effectiveness.
- Decreased laser beam opacity when it’s still charging.
- Increased a bit game performance on higher levels.
- If a slow frame rate is detected, the game speed is reduced a bit.
- Piece destructions don’t push the enemy to the borders as much as before.
- When the enemy is in the border of the arena, it will try to move to the center.
It will take some time for the patch to be available, expect at least one week from now.