Build 26367933

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Don't Die! You got 1 Life! Playtest · public · first seen

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Patch notes · published by the developer

v0.11.0 is up on the playtest!

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v0.11.0 is up on the playtest!

First thing, the version number starts with a 0 now. Nothing went backwards, the 0 just means the game is still being made, and 1.0 will be the full release. I've been noticing this is the standard practice in the gaming industry, so I thought I'd adopt it to try and not be confusing!

Below is the breakdown of what's new in the playtest now:

How it looks

  • The whole tower got a detail pass. The walls actually have a 3d feel now to them, there's a lot more details and shaders across all visuals from armour, enemies, floors, rooms etc!

  • Every character has a breath and more of an idle animation now, making them feel more alive. There's also specific colour palettes and shadows for each floor, so they have a more unified colour scheme, which really adds to the feel of the game.

  • The title screen has been more detailed and fleshed out, the cabin wake scene during the intro is more detailed, and the section where you carve your name into the tower starts from the outside, rather than the inside. This is in preparation for the hub floor you'll start on once that's finished.

How it plays

  • Two weapons at once: put one in each quick slot and press F to swap.

  • Doors are hold E now, a tap of E is for picking things up and talking. I kept walking into rooms when I meant to talk to someone, so this feels a lot better.

  • The goblins are already out in the Warrens doing their own thing when Corin asks you to thin them out, instead of popping out of thin air. I didn't like them just appearing out of nowhere. This now feels more natural.

  • When fighting the Goblin King, the environment now plays a part, when he crashes into stuff, sometimes it breaks in 1 hit, sometimes it takes a few times to break. Most of the time it stuns him if he crashes into something, give you an opening to punish him. I like this feature a lot!

  • Two new weapons added. Corin's Sword and Cass's Staff, I'll let you figure out how to get these! Let's just say, friendly fire is now a thing!

  • Some choices are typed now instead of picked from a list. This is cause I wanted to give it a more interactive feel, you get to discover the choices by typing on your own keyboard!

  • Corin & Cass when they turn on you still needs work, not happy with how that is fully, but wanted to get this aspect of the game out into the playtest!

  • A shrine has been added to floor 1 as mana is now a thing due to the new weapon, for the skill on Cass's Staff, it uses mana.

  • Also a lot of optimisation passes to make sure the game runs well FPS wise.

The menu visual overhaul

Esc opens a journal now: an Armoury where your gear stands and hangs on the walls, your titles as wax seals, a quest board with a diary of what you've done, and a map of the floors you've reached.This feels soo much more interesting and unique to me than the previous menu. Still work to do on this for sure, but I'm sooo chuffeed with how it feels now as compared to the previous playtes!


Not in this playtest yet

Whilst in the devlogs you've seen the underworld, the devil boss, and some other bosses and areas, these still require more testing, balancing and adjusting before I feel like they can be played properly, so this is what I've held off on for this playtest...

The Rat King, the Goblin Shaman and the Spider Queen are still being finished, so for now they show up as coming soon on the end of floor screen. The underworld and the Devil fight aren't in this build either, they're still being built and tested.

Any bugs or ideas, the Discord is the place. All love, peace!

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