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
- 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 |
More posts
- Demo V.967 days ago
- Demo V.8Jul 27, 2024
- Demo V3.0Jun 01, 2024
- Demo v2.5Mar 28, 2024
- Demo V2.3Feb 21, 2024
- Demo V2.2Jan 31, 2024
- Demo V2.0Dec 29, 2023
- Demo Build V1.01Oct 10, 2023
- Rogue Labyrinth Demo Released!Oct 04, 2023
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