Demo V.95
Greetings Leaflings!
With Steam Next Fest around the corner, we are putting as much effort as we can in making that good game polish, while also trying to get a bit of work done on the Early Access build.
We just finished up the Steam Event for Game Devs of Color, and were surprised to see we are also in the Seattle Indies event! Once this wraps up, we will have two events mid October with Roguelike Celebration and of course the legendary Steam Next Fest. Roguelike Celebration will also have me do a little panel for it where I will rant on about door systems in Roguelikes, and I'll show off a lot of how we got to the current system within Rogue Labyrinth.
For the Demo, we have a couple things we plan on putting in: The last two blessing families (more powers!) and the fishing minigame. I also want to try and redo a few rooms in their final form, instead of using placeholder background assets. Rooms are finally done fluctuating in size, so I can use tilesets and permanent objects to make each room feel more refined.
For Early Access, a lot of focus is just getting Act 3 and 4 to a decent point for release. We plan on having testing for the Acts, but probably not until late October just due to scheduling. Those of you who have been around a long time testing may remember the watery levels of Femoria and the cold electric feel of Callidus, so it'll be exciting to reveal those again. Beyond Acts 3 and 4, we also will put in Ranks B, A, S, increasing the game's difficulty and expanding finally on its story.
October patch will be split into two parts: Pre Steam Next and Post Steam Next, so we may end up with more testing and patches through October. Be on the lookout for new features, trailers, and footage soon!
John Bond
Patch Notes:
Enemies now spawn in waves. Wave amount depends on difficulty of room and time spent in the Labyrinth Act
Maps and rooms now smaller due to battles taking longer.
New Blessing Families: Fire and Rock Spikes
Added Cursed Artifacts as punishment for some Minigames
Added new minigames: Destroy Everything and Whack an Audience
Added new Itzar Trap Room
Added another hidden passage to find
Added Freeze and Shake Camera effects to certain actions
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Updated Hit and Blessing effect visuals
Added visual and audio FX to Charging up
Updated Iris' running and slashing animations
Many objects now show cracks when hurt
Thornballs now do damage based on Bounceback STR
Some enemies can now summon Rock Spikes and Homing Birds
Maps indicate better if a Weather Event is about to happen
New tracks for Rival Battles and Post-Rival Battles
Echelon TVs are interactable
New SFX throughout
Stone Wall segments and Tree Trunks won't bounce off themselves as much
Fixed a few bugs related to Blessings and Gambits not working as intended
Abilities explain themselves upon getting them
Added in damage numbers to Upgrades and Pause menus to know how much damage every Blessing/Ability does
Small updates to visuals in Lobby, and Lobby NPCs, and Busts
Added new conversations with Gooey and Ficcanaso
Also: Worked on Act 3 (Not in the Demo). Will hold beta testing for Act 3 later.
Files
Rogue Labyrinth
Action Rogue-Lite coming to Steam Early Access
Status | In development |
Author | Kaimatten |
Genre | Action |
Tags | Bullet Hell, Construct 2, construct-3, Hack and Slash, Narrative, Roguelike, Roguelite |
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