New Challanges! Crit! Dodge!
Balance Update
After doing many runs, a few things came up. I realized most of the time I had a bias towards specific items, this means I accidentally developed some useless items. Having these useless items in the game feels cheap, filler content. So I went ahead and redesigned some of the mechanics around these item.
Armor
Armor is not a % chance to block enemy attacks. Previously it was hard to get, but you gained 30% when you found the item. This meant that stat was underused, but overpowered when got. Now Armor stat is more common, but giving only 5-8% on a single item. This helps you build up your armor and feel more rewarded.
Health
Similar to Armor it was really hard to get, but when you got it, you got a lot. Playing at higher dungeons, when enemies start to hit hard, you need health to endure it. Now small items have a chance to give you smaller portions of health. This also gives the feel of progressing with every single item.
Dodge
Even when you had enough Health, enough Armor, the game could give you rooms where it’s impossible to move out of harm’s way. It felt unfair to have an enemy spawn in the middle, hitting all possible player locations. This is the reason Dodge got introduced. It has a really small time frame where the player is invulnerable, so it requires skill to dodge. It feels rewarding to dodge and come back to the battlefield unharmed.
Critical hits
Weapon cooldown was introduced to control the game’s pace. A faster weapon requires you to be in there all the time, giving you less time to dodge, while a slower weapon focuses more on being there for the hit. In itself it turned out, it was just a time waster. Cooldowns god reduced, so the game doesn’t feel too slow. Something was still missing. Introducing a Critical hit if you attacked in just the right moment (when your stamina just got full) will reward you with a nice sound, a golden “!crit!” message, and a lot more damage. This gives a reason to not just stand and jump around waiting for the moment you can have the safest hit, but to take chances and jump in for the moment to have you critical hit.
Future
The game still has a lot of development ahead. New dungeons, new enemies, new items. New effects, buffs, debuffs, and a lot more!
Stay tuned!
One Last Quest!
Fast paced roguelike to kill some time
Status | Released |
Author | erSt |
Genre | Role Playing, Action |
Tags | 16-bit, 2D, Fantasy, Pixel Art, Retro, Roguelike, Short, Singleplayer |
Languages | English |
Accessibility | One button |
More posts
- 1.0 and Android release!Jun 03, 2021
- Out of Prototype phase!May 28, 2021
- Lower Tower and Item sets!May 14, 2021
- Currency! Sacrifice and Upgrade items!May 06, 2021
- Balance and more particlesMay 02, 2021
- Changing weapons! Particles! OWL!Apr 27, 2021
- New Path Unlocked: Town!Apr 24, 2021
- Sounds and Crit!Apr 24, 2021
- New Path Unlocked: Meadow!Apr 22, 2021
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