[Check out the ingame tutorial for instructions!] The largest part of v2.0 is finally here. This is the largest update in Shielded’s history, even without some of the planned content. This has taken multiple months to make, and I hope you enjoy it. Have fun! This game was published October 24th, 2024. However, I have unshared it multiple times for patches and updates.
[Changelogs]: Timeless Transcendent P1 [v2.0]: • Fully reworked the Menu. • Fully reworked The Duke, now being a dangerous zoner that becomes a reckless rushdown after reaching 25 health. • The Commander now lunges at you when you get too close. • Most alternate enemies cannot spawn naturally while the Commander is active. • Reset high scores to compensate for the extreme changes to the game. • Added a separate high score for using just the "Oops, all Elite" modifier. • Made the game generally more interesting and difficult. • Heavily nerfed the intensity of bunker slow, so Bunkering is more viable. • Buffed normal enemy spawnrates. • Buffed Elite enemy spawnrates. • Added more modifiers. • The Enemy Index will include some lore when it is finished and released. • Added keybinds and other pc-supportive features. • Fully remade the tutorial, now taking place entirely in the Menu. • Optimized a bunch of code. • Fixed Bunkering's slow effect setting your score to 25, somehow. • Removed explosion debris due to lag concerns. • Added an extra layer of outlining to almost every entity ingame. • Reworked the Elite Tank. • Both Ambushers now only move at full speed when you move. This is more drastic for Elite Ambushers. • Elite Busters- Hey! That’s mine! You can’t take that! • Elite Rushers move five times as fast as their base form. Good luck. • Elite Scouts dash to a random position to make themselves less detectable. • Made Bursts and other burstlike enemies more fair and better telegraphed. • Removed random Sensors replacing Bursts after 300 score. Why did I even add that. • Made Strikers and Boosters more aggreesive. • Strikers now actually use distance-based gliding. What do you mean they did that until 2.0? • Elite Strikers now teleport in front of you. • Renamed the Green enemies that check in a cone to “Sensors.” • Sensors now check their aim cone and aim directly at you if you stay in it. • Added the SteamBoiler, a new Blue enemy. Watch out for its powerful steam attacks. • Reworked Swappicators. Now they're one enemy again! • The Solvent now teleports twice in a row. • Swarms now cannot spawn at all during The Duke's bossfight. • Teleporting enemies now check every spot in their teleport range as they teleport. • Teleporting enemies have much lower windups. • Added Green Shields to indicate that an enemy has the properties of a Green enemy. Blue and Purple shields indicate a chargeup or warning instead. • Scouts now move slower, but move faster when invisible. • Finally made new screens for when you lose. • Removed the Star Seer: Will be replaced with a new boss. • Removed boss spawns after The Duke. • Reworked Starries to be a 3-hit miniboss with a dash attack. • Actually implemented sensors into The Duke's rework. How did I forget this. • Added a slight delay after teleporting if a boss is trying to teleport too close so bosses can't just quickdrop you. • Added Mori, who is temporarily in the menu until the update fully releases. Hi Mori! (Any remakes and fangames (not remixes) will be put into a studio called “Everything Shielded.") The studio in question: INSPIRATIONS: inspired the upcoming Enemy Index with their fangame, Shielded Mixed. This game is also jam packed with references and inspirations, you might recognize some of them! OLD EVENT WINNERS: (I no longer make events, but these people get credit for these enemies.) suggested: Swappicators! (The old version before either rework.) suggested: Starries! (Also the old version not the rework.) Tags (ignore):