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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