Demo V2.0


Demo 2.0 Update:

There was a break on the game for about a month after the Demo was released, partially to gauge reactions and look at what was most important to change. Huge thanks to all those giving feedback the last couple months. Going through streams and videos is a treat, and we are both surprised and pleased to see the demo popping up again and again around the internet. Sorry that we missed a few Rogue Labyrinth streams! It was a hectic couple months.

The biggest pain points were looked at to be solved first:

-The transversal system felt like there weren't enough choices

-There wasn't a lot of "punch" to the game's action

-The first 10 minutes of the game felt more unnecessary, and it was better to be put in the game directly

Our biggest changes were putting in the new Map system, so now players can plot out where they want to go and how long it takes to get there. We also now have a bit of time freeze on enemies when they are hit to give a nice snap to attacks.

Lastly, and the one we are most unsure of, the tutorial has been remade so it blends into the player's first run, rather than have a slower tutorial section. Overall testing has shown most elements of the game make sense after the much shorter tutorial, but it is still worrisome.

The control scheme has just been improved, however there is still work to be done to finish up adding a mouse+keyboard control scheme, as well as remappable controls. These will happen, along with a lot of performance updates, over the next few weeks.

There is still a lot of rebalancing and new little features to expand on the map system, but we want to first and foremost focus on accessibility and game performance. Just know that there's lots of new powers, conversations, and cute monster guys to come!

John Bond




Patch Notes:

:frog~1: There is now a Map system to traverse the Labyrinth. Plot your path to the end! Make it as long or short as you want!

 :frog~1: Enemies now have a more clear warning of how they attack

:frog~1: Enemies and Destroyable items will now freeze and light up when harmed

:frog~1: Blessings no longer give Mage Rot, though Artifacts still do. The more rooms you enter, the more Mage Rot you get

:frog~1: Spin is always the top button (V). You can now set 2 Rival abilities to the Trigger buttons (Q and R)

:frog~1: When throwing Thornballs, you can hold down the throw button to aim

:frog~1: Health Bars are more clear. Yellow armor bars are stacked on red health bars, so it's easier to tell who can be stunned

:frog~1: Multiple Rival's boss battles are improved with more moves and better AI

:frog~1: New, shorter tutorial

:frog~1: Destroyable items now have a separate health pool, making them more consistent

:frog~1: New Act 2 enemy and better Act 2 boss

:froge: Choices and shop items now light up when the cursor is over them

:froge: Added new Meal Ticket conversations for Gooey and Prince, and did some dialogue edits

:froge: A few new wall graphics

:froge: Many new SFX, replaced many placeholder SFX

:froge: New Audience members

Files

Rogue LabyrinthDemoHTML.zip Play in browser
Dec 28, 2023

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