Demo v2.5


Demo V2.5:

Our testing at G.Round has finished, and combined with our testing here we have put together a lot of good feedback. The biggest things we wanted to solve were having every run feel different from the last, and every room to feel it had a meaningful impact. We also had time to put in more content, and hope people will have fun finding everything new.

Abilities learned from Rivals are now learned in every run, instead of just setting them before a run. This means to get more Abilities, the player must fight Rivals (and win).

Battle Rooms now always give Blessings, meaning people will end their runs with likely 2x the number of things happening than before. Blessings are a bit more curated to not allow players to be stuck with a useless blessing at the start of the run. This hopefully solves the feeling of being underpowered at room 2. If the player gets underpowered, it should feel "earned" that they made bad choices by room 8. There was some bad math in the game regarding Blessings as well - for a while, there were too many of one type of Blessing, making it so most runs had people always having the same few builds. Everything has been evened out to let people more easily explore their options.

We have some events coming up this year now that it's hitting Spring. We were accepted into Endless Replayability Fest, which is going to be huge for us!

The next patch will be a bit longer than the previous ones. It also may be the last patch for the Demo, meaning that we'll be working completely on the actual full game soon!

For the upcoming patch, expect a lot of polish improvements, especially focused on having a more clear Tutorial and UI. We also hope to put in a few more little events within the Labyrinth to help shake things up - there is a lot we have yet to do with the concept of "Labyrinth" after all!

Thank you all for your support. We'll do another update halfway through this last Demo patch.

John Bond


  • New Blessings: Electric Bolts
  • Curie's Ability now a projectile potion that will spawn the effects of every power Iris has obtained
  • Rival Abilities are now gained per run. Rivals must be defeated to gain their power for that run
  • All battle rooms now give a Blessing and Upgrade. Difficult Battle Rooms now give Fugio Coins
  • Tonfa replaced with Knuckles weapon. Knuckles are a fast combo type weapon with a two hit heavy attack (WIP art)
  • New Artifacts, Gambits, and Synergies
  • Artifact Followers now have specific abilities
  • Poison now stronger
  • Enemies now hurt by being hit into walls/objects
  • New Enemies in Act 2: The Fire Snake, and the Rock Barracks
  • Blessing Randomization optimized to be more even in appearance
  • General performance improvements
  • A couple new rooms and general room improvements
  • AI improvements for most Boss battles
  • Dialogue Screen revamped with pixel font
  • TP is now MANA
  • Meal Ticket machine interface improved
  • Dummy added to Room
  • Shops indicate what can be afforded
  • Can now back away from a fountain
  • Can now reroll Map rooms
  • New Character & Prayer
  • More Monster interaction in Break Rooms
  • Slightly improved Tutorial

Files

Rogue LabyrinthDemoHTML.zip Play in browser
51 days ago

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