Heavy Stat Min-Maxing Bullet Heaven! – Horde Hunters [Early Access]



Horde Hunters is a challenging horde survival rogue-lite that plays like a twin stick shooter. Explore procedurally generated maps to collect resources and use weapons, abilities, and items to slay thousands of monsters all in about 15 minutes.

Get Horde Hunters on Steam: https://store.steampowered.com/app/2178560/Horde_Hunters/
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Outro Music: Braincooler – Mega Man X Chill Penguin Stage Remix By Rozovian – https://ocremix.org/remix/OCR01916

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12 thoughts on “Heavy Stat Min-Maxing Bullet Heaven! – Horde Hunters [Early Access]”

  1. Ok, this might be out of nowhere. But I just discovered that rain world downpour has a SECRET SLUGCAT DATING SIM added as an easter egg!!! Apparently there is a secret slugcat mode that is extra unfair (as if the game is not unfair enough already) and if you beat it you get the dating sim ending (or you can use the dev tools and get there this way). When i found out i just had to share it.

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  2. this looks really good. the addition of all the buildings, quests and things looks to really add a purpose to what you are doing rather than just running around avoiding enemies for a set amount of time.

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  3. This is probably more nerdy detail than anyone needs, but I like color theory, so …

    32:00 The game definitely has a contrast issue, but it's more a matter of luminance than saturation. A lot of the colors are WAY to close in brightness, so the kind-of blend together, even if they seem like they should be fairly different. Just quickly scanning over one of their screenshots with an accessibility tool, the contrast between the background and most of the foreground colors seems to fall between 1.00:1 and 2.5:1, with more falling on the low end of that scale.

    For context, and for those who aren't familiar with color theory, the WCAG accessibility guidelines for UI elements recommend a contrast ratio of at least 3:1, while the AAA target for large text is 4.5:1 and the target for small text is 7:1. Changing the saturation might have some effect on some of the colors, but it's going to be relatively small. For example (using HSL colors), the horse's body* has a saturation of 21% and a contrast of 1.57. Dropping the saturation to 5% would lower the contrast to 1.39 and raising it to 60% increases the contrast to 1.67 (going past that actually starts to decrease the contrast). Both of those changes would also be VERY noticeable in terms of apparent color, with the former looking grey and the latter turning the horse red.

    On the other hand, if you keep the saturation constant and drop the luminance (or brightness) from 45 to 25, the contrast shoots up to 3.22, while keeping the horse brown. Alternatively, you could bump the backgrounds luminance from 42 to 52 and drop the horse's color to 35, to get a contrast of 3.25 and both would still look pretty similar to their starting colors.

    *The horse's body is actually made up of multiple colors, with both higher and lower contrasts, I tried to pick one in the middle of the range that seemed fairly representative.

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