A shooty, slashy, RPG-y game mixing retro and modern sensibilities. A blend of influences from Gauntlet & Smash TV to Zelda & Angband, Ampersat is a handcrafted adventure but with appeal to Roguelite fans. Battle ASCII creatures in colorful areas & free letters to return language to the village!
Thanks to all the people who have played Ampersat so far! It's put me in a tweaking mood, though this is probably the last one for a while.
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[*] [b]Fixed[/b]: Italian translation of gem attach message (thanks CinanzonRoll)
[*] [b]Tweaked[/b]: Spike traps in the Well won't damage the player, they just apply status effects. (thanks to Eatitup_86 for prompting me on this and the next one)
[*] [b]Tweaked[/b]: Spike traps shouldn't appear below the Well entrance (unless in a wide open area or separate room).
[i][BTW for those who haven't played the old Rogue ASCII games, these arrows, i.e. ^^ are how traps looked. And walls were hash marks ( # ), floors were periods ( . )][/i]
[*] [b]Tweaked[/b]: Enemy HP/Status indicators and Pickup indicators can now be seen through level gemoetry. I can't quite remember why I liked that these things seemed "in" the world and could be blocked from view, but I can see how it hinders information (especially with that hidden gold amiright?).
[*] [b]Tweaked[/b]: When unequipping Max HP items, if Current HP is above Max HP it will be lowered immediately to Max HP.
[*] [b]Tweaked[/b]: Similar to last update's dying area effect tweak, prevented enemies from making a final melee or ranged attack while dying. It was pretty cool when it happened, but I concede it could be unfair.
[*] [b]Tweaked[/b]: The dryrots in Tiamat's cave thin out a little earlier if you're getting swarmed. (thanks to Caddlebear)
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[b]Note[/b]: Mac version is offline due to a compatibility issue with Apple Silicon.