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Hi Everyone!

Got a new build to showcase and some fun new gameplay additions! So lets get into it!


1: What's New?

Enemy Attack Dodging

This is a subtle improvement but for a short amount of time (about 0.3 seconds) while the player character moves they cannot be hit.

While this can't be used to run circles around the enemy it WILL keep you safe if you move just as the enemy attack is about to hit. This should stop attacks landing when they shouldn't.

Overall this is a very subtle change designed to improve game feel.


More Item pickups and better UI communication

Treasure and Willpower pickups are now available. This should help players heal back faster if they've taken some hits.

There's better UI as well to communicate what you've just picked up such as pickup displays + the treasure amount display now ticks upward when treasure is added.

Willpower pickups will only pickup if the player has less then full willpower.


Cultist Capturing and Punishing

To address the long-known design issue of punished cultists blocking movement due to them creating a immobile space where they're punished, the mechanics has been changed.

Now up to 3 cultists at a time can be "Captured" and stored for later punishment during the exploration of the dungeon.

As the game continues development, the number of prisoners you can keep captive will be tied to character progression.


Punishment devices can be found around the dungeon where these captured cultists can be punished to unlock rewards.


For now the rewards tied to these devices are treasure tanks. But as development continues these mechanics may be tied to things like opening up locked doors and such. :)


2: What's Next?

Next week will be the last development week for the year. And then I'll be returning to development in late January.

For context as to why. I'll be flying half way across the world to visit my immediate family which I havn't seen in the flesh for 3 years. :)

For next week I'll basically see what else I can polish up to make the game as fun as it can be while I'm away. :D

Files

Comments

LeaveMyName

Are there any plans for what the overall reward will for capturing vs. reforming? Like, will it be immediate in-dungeon rewards for capturing, and maybe much more gradual but eventually more worthwhile rewards for reforming them? Like maybe more town-building resources, or changing the difficulty or number of enemies further in the tower?

ItsDaKoolaidDude

Maybe a morality path between mostly capturing or mostly reforming that ends in two different endings?

caroo

Eventually when the dungeon gameplay is in a good place and we move onto developing the out of dungeon phase of the game that will totally be the case. It still remains to be seen level of complexity it will be though.

caroo

Still need to ponder on it. ^^ But I think we'll see as development continues along.

Anonymous

is there a place where we can view the sprites and scenes seperately?

caroo

Not right at the moment. But that's an excellent idea to have a viewable gallery in the game.