Antidote update news

Thank you to all of you who have been providing feedback! We’ve been working hard despite perishing conditions (-15c!) to bring you today’s update. So, what’s new?

Enemy paths
Everyone has had troubles with prediction of where the enemy is going to go. Now, it’s clearer thanks to a subtle path drawn on the floor. Let us know what you think, and if it helps you to build better defenses.

Improved difficulty curve
We’ve improved and added tutorials. This is a work in progress, but we think there’s a big improvement, especially the awesome pointy fingers. In addition to tutorials, we’ve scattered some extremely useful units to make those really hard levels a bit easier. For those of you who like it hard, don’t worry: the later levels are still going to present “quite the challenge”.

Enemy wave indicator fixed
Obviously the enemy way indicator should go left to right. (Unless you’re a game designer who rationalised that they go off the left and should come back in from the left… seriously!) so we fixed that, and applied some rigor to our enemy data visualisation: now with less chartjunk and more important information. There are still a few issues with scaling, they’ll be fixed next update.

Last week we visited the team at Armada Interactive in Helsinki, they pointed out that our header files are massive. We investigated, and it turns out that Unity, one of the main tools we use to make Antidote, has been keeping a bunch of data about light and shadows that weren’t being used. (Just tweet or email if you want the technical details!) Long story short, we cut the games size down by 40mb, and improved the quality in a few areas, meaning a much prettier looking game. It’s one of those great occasions where we got to have our cake and eat it.

Be sure to let us know what you think of the new update, and keep sending us that feedback. It keeps us warm in the cold Finnish winter