The chaotic heist continues... Please remix in a straight line. A final update developed by me will come eventually. After this, no more remixes should be considered. Rules are pretty much the same as the last collaboration I did. Don't be OP, don't delete stuff unless it's unbalanced, feel free to buff/nerf assets or create new enemies/objects, ect. If you add a defender, I'd like it if you gave them a limited amount of health. It's not necessary though, so if you don't feel like doing so, you don't have to. ----------------------------- Almanac ------------------------------- Enemies: Emerald Snatcher A weak and generic foot soldier. Despite their name, they like to steal other things as well. Rage Snatcher A considerably bigger threat. They have plenty of health, and are much quicker than emerald snatchers, despite their size. Fast Snatcher Runs considerably faster than other snatchers. Fortunately, they don't care about their own safety. Shielder snatcher The Verian army really needs funds, so they sent some of their troops to help the snatchers to steal some jewels. Pretty sturdy and resists well against most attacks. Gets less knockback from opponents and attacks well. Meaty snatcher Just has a lot of hp. However, they are very slow. They act as a meatshield. Amethyst snatcher A ranged snatcher that isn't effective when the blockades are still up. However, they can snatch up treasure others cant when the blockades are down! Gold Snatcher: Basically Emerald Snatcher But Has more HP Ziggy Zaggy Snatcher: Prefers to move sideways instead of just vertically. Magical Snatcher: Taught themselves healing magic. Heals other snatchers around it, in a small radius. Characters: Weak Guards Obviously not getting payed enough for this. They throw their batons at invading enemies. Damage is small, but does have knockback. ShootyBot 2.0 A fabulous creation created by a receptionist at a heavy armour production factory. During phase 1, it fires bullets from one end of the vault to the other. When all barriers have been destroyed it enters phase 2, dashing to random places and producing shockwaves that damage enemies. McStabs An odd sentient white circle with apparent anger issues. He likes to stab. It's in his name. Can endure a lot of damage, but once he's out, it's curtains for him. Bake Returning from yet another hiatus, Bake uses a powerful crossbow to deal heavy damage to the enemies. He can also fire volleys of arrows, and has a chance to fire piercing laser beams. Winter Dog Another doge who somehow found his way into Scratch. Throws weak snowballs rapidly. The snowballs can slow down enemies, and deal minor knockback. Winter Dog can also fire volleys of snowballs and also fire several snowballs at once. He has two special abilities. His first ability activates whenever he gets hurt, spewing snowballs everywhere. His second ability activates when a barrier is destroyed. Winter Dog will rush to the broken barrier and attempt to kill any advancing enemies with a barrage of snowballs. Treasure Master: Occasionally spawns treasure. Doesn't attack though. Swordmaster: Spawns Swords To Damage Enemies, Unfortunately Doesn't pierce. Guards: Just Weak Guard But More HP Mr. Stick: His aim is bad, but he makes up for that with piercing and exploding bullets! Rolling cannon: Rides using his wheels on the barrier's new conveyor belt! turns out after they break it can still roll on the floor. Shoots small cannonballs that become large explosions and do solid damage. His main downfall: Slow attacking. Sinopia He be bringing the heat bois! Sinopia can summon 8 fireballs; however they all go in random directions so it might not be very effective. When he does this move enough times, he will summon a large fireball. It does a lot more damage AND is much more accurate, but if it doesn't hit anyone in time it will dissipate. Soap Guy: A random guy the group picked up off the street. Loves soap. Also possibly a dangerous psychopath. Objects: Treasure Your goal is to protect it. Can be regenerated through various means. Special Trinket Magnificent artifacts that carry a blessing, holding on to this trinket will bestow a small buff onto your team until it's stolen or destroyed. Currently 3 types: Shield - Halves damage taken by the barriers. Skull - Kills have a chance to count as 2. Gem - Treasure has a chance to resist being stolen. Barrier Heavy barriers constructed to protect the vault's treasures, even fitted with lasers for maximum quality. AutoTurret V Automatic turrets that target the snatchers, instead of firing randomly, which can make them have some delay between attacks. Can be destroyed. Spikes Thrusts out of the ground, doing decent damage.
"-and this particular vault happens to be more dangerous than telling a girl she's chubby..!" " O H M Y G A W D ! " ___________________________________________ What's New? [+] Added Soap Guy. Added a boss. Added Ziggy Zaggy Snatchers. Added Magical Snatchers. Added Special Trinkets. New music tracks added, (And a few re-added, too!) ___________________________________________ What's Changed? [-] Added more break sounds to Mr Stick's projectile. Waves require more Snatchers. Snatchers are stronger. Enemy knockback drastically decreased. Snatchers that spawn each wave are randomly picked. Snatchers are considerably faster. Increased Blocker health. Fixed darkness issues with snatchers taking damage. Fixed Treasure Master immediately dying. Meaty Snatchers are a little faster. Treasure can be any colour now, for some variety. Each new wave spawns 1-2 new guards. Music is assigned to certain waves now. Gold snatchers can now steal treasure. Fixed Treasure Master's death animation bug. Spikes now have a sound effect. All snatcher types now damage guards upon contact. Lowered the volume of some sounds. Slightly increased height of weak guards. Claw projectiles are removed upon a new wave. Fixed Treasure instantly being stolen. Weak guard batons are no longer spectral. Turrets lock on to every snatcher now. All types of snatchers are able to deal damage to every defender. Rolling turret's fire is no longer stopped by spikes. ___________________________________________ What's Buffed/Nerfed? [=] McStabs moves faster and deals more damage. Spikes are SLIGHTLY more frequent.. Weak Guards attack much faster. ___________________________________________ What's Removed? [!] Quite a few music tracks removed/replaced. ___________________________________________ So... Here it is, the Developer Update. One of the three projects i've been working on all August. You probably already know my upcoming game, Rider the Robber is one of them, but i'm also on-and-off working on... Another thing. Not gonna spoil it, and honestly, it might not even ever be released, but if it does, you're all going to love it. >:) I also noticed that despite my warning, some people went ahead and remixed anyway, which is annoying. I've looked at the remix tree, and honestly, it's so cluttered and unbalanced that it's not even funny. This update basically aims to prevent the project from becoming absolutely cluttered with features in the future. Now that Snatchers are randomly picked, and not guaranteed to appear in all waves, it adds some variety for future watches, while also preventing the project from being overloaded with different snatcher types. Feel free to add new bosses and Artifacts, if you want. Just remember to make the artifacts have a purple outline. I'm aware that the project still isn't 100% balanced, and wave 4 does tend to lag out the project. I'll probably fix this in the final update if it still continues to be a problem in future remixes. I decided to use some obscure game songs for some variety. Like, I can guarantee you haven't played or heard of Paper Monsters, 203 Game Pack or Bugdom, lmao. One last thing, Jake will likely be introduced in the final update, much like the previous collaboration I did. Oh, and if you want to watch that, here's the link. https://scratch.mit.edu/projects/412383367/ Anyway, that's all I have to say. Enjoy. Also, keep in mind that the next remix is reserved for @Kief17.