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Hi everyone, March has been a great month, and it's time to talk about the new stuff you all can expect for the next week.


The biggest and arguably most impactful change in this upcoming update is a new form of progression, I won't spoil it, but it's directly related to the forge and new accessories, which have been improved to accommodate this new mechanic.


I've also been thinking and came to the conclusion that it would be better if this and a few other additions shouldn't be available right away, they'll have to be unlocked through the Perk Tree.

Right now the Tree is mostly a stats boost screen, which is kinda lame... The perks should be a little more creative and change the gameplay in a more practical way.

No need to worry tho, as these new perks won't be too far from the initial set.


Also, this may seem like a small detail, but since the first public version, I've made the Confused Debuff in a hurry to get HC2 released asap, the result is that to this day, Confusion is kinda awkward and not very fun.

Now that I had more time, the debuff has been completely reworked and should be seen more often. These are the crucial differences:

  • Reaction time now takes into consideration the difference between the Hero's current and maximum Lust. The higher the Lust, the shorter the reaction time.
  • CON offers a resistance not only to Broken Status Effect, but also to Confused, increasing the player reaction time.
  • Previously the right choices only appeared in specific positions, but now they are truly random.
  • Code is much cleaner and flexible, allowing for other interactions besides "hurting yourself".


To go along with the rework, a new girl focusing on the Confused Status Effect has been added, along with two more, each with their own gimmicks. And I know you guys are itching for a bigger challenge, so two of these girls will be waiting for you in the new area: the Jungle


There are also a lot of QoL and content additions, but I guess that's enough for you to know what to expect for the next update.


The release of version 0.30 will be scheduled for Monday, April 3rd, less than a week away.

Have a great week guys ! And let me know if you have any questions.

Comments

Fabien

This all sounds so amazing! Can't wait, thank you for the hard work Diogaoo! 💜

MiniMegaHammer

I don't know if its deliberate, but it could be fun if you kept the general theme of forested areas for this game. The Grove, the forest, the jungle... all very overgrown. I like expanding on mechanics, its fun. On that note, you might want to take a look at long term scaling for level ups and maybe think about how to do the stat scaling. Increasing attack feels almost mandatory and there is very little reason to push the stats for max HP/Lust because potions are so easy to come by. More payoffs for focusing one stat over others would be nice, and I'd controversially offer the idea that there shouldn't be an ATK stat, rather, it should purely scale on your level to make it less of an obvious pick.

diogaoo

Yeah, STR is definitely being a mandatory attribute, and I don't really like that either. However, I do believe that I will be able to balance this out by increasing the importance of other attributes, be it through buffs (Similar to CON affecting Broken and Confused status effects), attribute checks and weapon scaling (e.g., a staff that converts INT into damage) Truth be told, I don't really mind that STR is the base for all builds. I just don't want the player to stop upgrading other attributes entirely only to feed the STR monster