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Grabbus is a twin-stick bullet-dodging dungeon-crawling endless-world city-builder with item fusion! Visit https://teapawt.net/t.co/1nG0cAzyty for more info!

Joined June 2019
Photo by Grabbus (@Grabbus_Game)Photo by Grabbus (@Grabbus_Game)Photo by Grabbus (@Grabbus_Game)Photo by Grabbus (@Grabbus_Game)Photo by Grabbus (@Grabbus_Game)Photo by Grabbus (@Grabbus_Game)Photo by Grabbus (@Grabbus_Game)Photo by Grabbus (@Grabbus_Game)Photo by Grabbus (@Grabbus_Game)Photo by Grabbus (@Grabbus_Game)
I made the decision to delete my twitter account within the week and switch to blue sky. bsky.app/profile/grabbus.bsk… Sorry for the inconvenience, but this platform has become unsuitable for promoting my game. Be sure to follow so you don't miss the big demo!!
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I made the decision to delete my twitter account within the week and switch to blue sky. bsky.app/profile/grabbus.bsk… Sorry for the inconvenience, but this platform has become unsuitable for promoting my game. Be sure to follow so you don't miss the big demo!!
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Listening to election coverage while playing a certain enemy-dodging auto-shooter. That's TWO halls of torment!
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I spent today in deep contemplation, sketching the upgrade screen graphics and UI! Simple controls compatible for KBM and Gamepad, all info conveyed, a space for everything, and an aesthetic all its own. It could end up being a very beautiful part of the game.
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Found him chilling out while looking for video games
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New mechanic involving "Potency Containment" Normally this stat only governs potency drain-on-use rate, but it will now also affect fusion potency bonus. If items part of a fusion are above your containment threshold, that will reduce the resulting item's potency from baseline.
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The idea of the containment stat is to be an upgradeable "soft cap" for item power. So that needs to work with fusion as well, since fusion gains can be very gainly indeed.
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All that in mind, it may be helpful to have little indicators as to which items have surpassed your containment so you can plan for this. And don't worry, all of this sort of mechanical info will (eventually) be found in-game.
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Another nerf! Before, dropped loot potency was rolled from 100% to (Difficulty)% evenly. Now, since there are a greater number of ways to increase loot potency... the worst of two rolls is used!
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I'm gonna have to rely on others to tell me if Grabbus is fun, cause when you build and test something for years, you form a very different relationship to it. Can't see it with fresh eyes. Even the idea of doing an extended playtest of my own has me like "uuuuuuuuhh"
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Success!!!!!! All the existing stats have been reviewed and rebalanced, with new ones added and made fully functional. All hooked up to the ever-expanding grid of passive upgrade nodes. Grabbus now lets you grind forever! (If you want)
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Now to make it prettier and easier to use!
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You'll be glad to know that if you reset your upgrade board and lose your inventory capacity upgrades, your items will stay in your pouch until removed. The capacity ONLY determines whether you are allowed to pick up another item, not directly how many you are able to hold.
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I am most glad to know this because it means I don't have to add the item storage -quite- yet.
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I wonder how many lines of code I've written for Grabbus... Even for what must seem like a simple game, there is a great deal of detail put into its systems. It's easily the most complex thing I've ever assembled, by a LOT. I thought I'd feel more overwhelmed by now, but nah...
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TREMENDOUS progress!! All of the data-handling and "viewfinding" for the upgrade grid is complete. The next step is to hook this into the existing power-ups from the "blueprint era", while adding some new ones. After that, buttons and graphics!
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New balance change! You already get bonus items from collecting quantagons(money) past your wallet, if the excess cash meets the threshold of a third of your wallet size. The bonus item is now boosted based on the amount of excess currency needed to form it!
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Putting it simply- Higher difficulty means more money and better-rolled items are found! Upgrading your wallet means better loot from the excess money bonus. The effects combine!
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