Legend of Kendor · published · build 26346686
Leveling up is now a card pick: each level you choose 1 of 4 cards (common, uncommon or legendary), and every 10th level offers legendary cards only. The cards come up with the game paused as you enter the next region, and you can reroll 3 times a run (Saturn: 5). Items from cards go straight into your bag and stay bound to you for the run: they can't be sold or traded.
New: the Rainbow Scroll, a +1 enchantment that never fails.
Combo items now stack, and each copy makes them stronger.
Each of the four starting heroes has an item of their own. Fall twice as a hero and theirs starts showing up as a legendary card.
The first time you meet a boss, it makes an entrance like the Minotaur: the Skeleton Champion, the Lich, the Fire Elemental, and the dragon too.
Adventurers who survive past 60 minutes… will have a visitor.
New legendary item, the Dud Bomb: bomb blasts can't hurt you. It only comes from legendary level-up cards.
When you fire more projectiles or slashes, they now fan out instead of overlapping.
Specials that fire all the way round (Staff, Ice Bolt Staff, Whirlwind Bow) fire one more round every +20. The Ice Bolt Staff's special now spirals out like a whirlpool.
Explosive Bow: normal shots fly straight and burst where they hit; the special arcs down and bursts wide.
Orbiting weapons now grow with your weapon's attack. Blasts made bigger by size items sometimes break off a piece of wall.
Saturn has 1 more heart. Boris's claws count as normal attacks, so they get enchantments and card effects.
Cerberus is much tougher, and the dwarf thief pulls in nearby gold (you get double back when you defeat him). Headless skeletons hit softer but swing unpredictably. Bombers' bombs are a little weaker and can be knocked away with arrows and spells too. An extra elite pack shows up between 4 and 6 minutes.
There is now a Map (Tab), which also shows day and night.
Shops now come as an Item Market, a Weapon Forge or a Supply Camp. Your own items are easier to tell apart at the item buyer and the exchanger.
Choice altars and key statues show up more often and in more kinds. Gather 100,000 gold and a Legend statue appears. Statues you can't use crumble when you touch them, and the gambling statue's jackpot is a little rarer.
The early game is a little tenser, and a big room is followed by a room to catch your breath. The Mystic Forest and the Autumn Forest are bigger.
Combat feels punchier: critical hits land heavier, defeating a boss or an elite pauses for a moment, wall debris flies the way it was hit, and chest rewards burst out all at once. Gold rolls up and down as it changes, and picking a card is flashier.
Saturn and the Witch kick up dust when they teleport. The level-up scroll and the bigger blasts have new art.
New options: damage numbers, and blink/dash toward your movement direction (both off by default).
New players start with different defaults: 50% volume and screen shake, CRT effect off, fullscreen. Existing settings stay as they are.
Fixed the game freezing when you fell in a room a merchant had left.
Adventures and Daily Challenges saved in an earlier version can't be continued. The Daily and Weekly Challenge leaderboards start fresh.
Balance will keep improving. Testing alone, tuning takes a while without your feedback - sorry about that.
Thank you for playing. Your feedback, in reviews or in the discussions, means a lot to development.