Update 1.1.1 has been released!


After the unfortunate launch that contained a game-breaking bug, I have spent the last week working on a fix (and other improvements too!). You can play the new version in browser or download a windows build. Here is the changelog:

BUGS:

Fixed the infamous "Goblin crash"

Projectiles are now deleted when the next level is loaded

The lifetime of melee projectiles should now be more acurrate to their animation

UI:

Attack rolls now tell which parts of the roll is attack and which one is defence

Fixed the tutorial message (it used to say "Press X/Space/Square to move" instead of  "to attack")

Health and crit die upgrades now show the die they will replace

Hit dice were renamed to health dice

Added a screen that shows all your current dice

Dice upgrades now say "Attack to" not "Shoot to"

There is now an effect that displays damage dealt/taken

SFX:

Added a sound when the player takes damage

Added a level up sound

BALANCE:

Nerfed basic enemy health

Nerfed default attack and defence dice

Buffed the dragon's health

The dragon's fireballs now go through walls

Raised base player health

Goblin spear hitbox in now more acurrate to the sprite

Goblin spears no longer go through walls

Various balance changes to all heroes

Added 10 sided dice to the loot table (somehow I forgot they existed)

Weighted dice should be less rare now

AI:

Goblins are now less agressive

MECHANICS:

Added a critical hit mechanic: When you deal damage, you roll an additional die. If you roll max, you get bonus damage!

Added a parry mechanic: When enemy misses a hit on you, you roll an additional die. If you roll max (the Sentinel does this by default!), your next attack will do bonus damage (but only if it hits!)..

CONTENT:

Added two new Heroes: Katherine the Rogue and James the Sentinel

Other:

Rock hitboxes are now more acurrate

Changed the order of combat and reward rooms

Added a grass prop

Added a well prop

Some props will now be flipped randomly

Added a windows 64 build

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