Venture into a frenetic metroidvania and take part in a fight between divinities where you will have to choose between Corrupting Gold and Purifying Light to achieve your ends.
Greetings!
First of all, I hope you are all doing well and not feeling too hot (we’re good here, it’s a very mild and pleasant June, and I’m enjoying biking to work in the morning, a nice breath of fresh air before a busy day, haha).
Yesterday, I released a new version of the game, version 0.9.66 (quickly patched to .67, a bit disappointed because 66 was still cooler).
This patch contains a lot, including a huge list of bug fixes! But let’s start with the content.
One week away from the final release, I’m still adjusting things in the game’s balance, and that’s perfectly normal, as my attention has been on optimization.
Let's start with a visual treat.
[h2]Art Rework of the Biome 4 “The Cathedral”[/h2]
This was the last zone in the game that needed attention and love, and I think you’ll be able to see for yourself just how phenomenal the evolution of this area is.
It’s the frustrating part of game development; as you get to the end, you master the subject and do everything better.
At least we had the time and courage to finish this before release! Hats off to my 2 colleagues who managed this part while I was wrestling with optimization 😊
Before
[img]{STEAM_CLAN_IMAGE}/42282640/6eaeba44673bc6dd9cc4a2d9d11e82e3d714cc1d.jpg[/img]
Now
[img]{STEAM_CLAN_IMAGE}/42282640/6617f91a28797475413864bddca8b408d2c05bad.png[/img]
It really pleases me to see this area in a new light; the parallax contrast is much more pronounced, not to mention the variety and opulence that clearly shows we are in the home of the god of Greed.
[h2]Memory Leak, The Final Battle[/h2]
There may still be a few survivors from this infernal battle, but between us, I think I’ve really done my best.
[img]{STEAM_CLAN_IMAGE}/42282640/4e7bf50455f2ea9bccefe451ff4d107fe792caf6.png[/img]
Especially since, in the next patch, the game will be packed in its “final” version, and that’s going to be pure intensity.
Anyway, feel free to give us feedback on the game’s behavior regarding your sessions and their duration!
I hope the game will be much more enjoyable.
Thanks in advance for your feedback, which helps me a lot ^-^
[h2]Sound Everywhere![/h2]
Another topic close to our hearts that will be completed before the game’s release is all the little sounds here and there.
In this update, almost everything has sound. Specifically, we’re missing 2 bosses, skills, and maybe some monsters.
With Sarys working tirelessly, we will ensure that the auditory experience matches the visual experience and gameplay.
No need to tease you with a video, just launch the game and enjoy 🎶
[h2]Balancing[/h2]
I decided to make some changes to the game’s balance; here are the main changes.
I’ll continue making slight adjustments until the final release, so don’t be surprised if there are changes. It’s still too early to plan your final speedrun strategy.
In hard mode, I reduced the cost of buying skill points, which was excessive. The ratio is now 1.5 compared to normal mode (before it was 2).
Some powers had no time limit or were too long, so I changed that to make it less overpowered.
The Bosses gave an amount of gold depending on the number of skill points already acquired; this was unbalanced and not very nice for people who didn’t buy any skill points at the beginning of the game. So overall, they give much more than before!
I reviewed the health of most monsters and mid-bosses, especially the late-game monsters.
By the final release, I’d like to add layers of monsters in the early levels to increase difficulty across the world as you progress.
There are monster combinations that haven’t been done yet, and I’m still hungry for more, haha. We still have plenty of new combat content to add.
That’s “all” for today. A new patch will be released very soon.
As a reminder, if you participated in our Kickstarter, you need to respond to the questionnaire! I’ll handle the responses either Sunday or early next week.
Stay tuned for updates; I’ll make a dedicated post for the rewards.
Thank you all for your unwavering support, see you in the next patch 😎
[h2]Patch Notes 0.9.66 🔥 - 13/06/2024[/h2]
[b]Improvements / rework:[/b]
- Rework Art Biome 4 "Cathedral"
- SFX integration: Poison Drops, Boss 1, Boss 2, Boss 3, Steles, Statues, Monsters, HP+, ATK+, Soul Eater, Boss 6, Boss 4 WIP, Ghost usage
- All bosses now have an introduction cinematic
- SFX water/bush/ghost platforms in every places
- leaves generator in the Biome 3 "The Ruins of Lemia"
- Skill Awe The Light now have a timer
- Skill Astral Shield now have a timer
- MASSIVE MEMORY LEAK FIX and optimizations
- add more quality settings
[b]Bugs[/b]
- b4_15 pot falling through platform
- Entering the Soul Eater room by the bottom break the music
- Boss 7 cannot respawn on death
- When finishing the demo and relaunching the game, no music
- Fix arrows to have the same width in the menus, avoiding missclicks
- Fix Inputs in Pause Menu
- Fallen King getting hit b5_08
- Fix Skilltree circle buyable update
- Fix UI Popup Bar
- GiantWorm does not respawn in b2_06 if we die at a specific position in the Torchlight
- Some invisible buttons in the inputs settings screen
- Cannot buy all the skills due to limited skillpoint
- Trapmonster keep attacking when dead
- A lot of monsters keep attacking when dead, sometimes it makes a bug or weird sounds
- Boss 7 death, if we are close a wall, the sound of the projectiles keep going
- End Message do not show the mouse cursor
- Shockwave skill activate when it should not
- A destroyed wall still generate collision
- Spamming ok at the launch of a new game make the sound spam and keep the blackscreen
- MANY MANY BOSS 3 FIXES
- Statue b3_36 cannot tp on it
- Bug about a switch in the forgoten fortress
- Boss 1 hit particle with atk dist is not at the good position
- Some mistake about destroying objects has been fixed
- Dark Lady, at the start of the fight sometimes the player fly away and input are locked
- Bug when selecting "show in the map" in the logbook
- Map change from gold to light visual bug when tutorial with hemenis
- balance about the gold earned against bosses and skill point ratio in hard mode (now 1.5 instead of 2)
- Fix some bad offset on Boss 6 VFX Sword
- Ground still here after Boss 3 and 4 are defeated
- Stop music in Boss 3 and 4 if pogo on their head
- Valsanre title on Boss 7
- fix the Frogs and spiders-like monster going outside of the map
- Shield timer was update all the time
- change the sound on "continue" in game
- The tiny spiders cannot be killed after death in the same stage
- SpiderWeb jumps "slowmotion" is fixed
- GiantWorm still playing the audio loop after death
- Berserker making a sound in an already-finished wave
- Not able to jump after stun landing
- some particles around Kali until fully healed
- fixed a rare bug about a combo with white hand => red hand
- praying range fixed
- fixed slowmotion when hit and grabbed by hands at the same time
- Fight Music still playing when it should not
- wrong VFX placement for wall walkers entities
- fix Boss 6 spawning monsters
- fix killing a zombie with a knockback, then he is sliding on the ground
- no music if starting the game directly in the Giant Worm room
- fix the unlocking full skilltree preventing you to buy skills directly
- fix a potential soft lock in B2 Dark
- fix a lot of things in every languages, specifically the "action" key icon
- global fix of english/french languages
- fix floating block in b4_26
- fix missing dedicated poison layer in b3_14_1_G
- fix layers in many maps of B3
- add ghost block in B3_14_L to avoid cheating the challenge
- fix crawley now focus the ghost
- fix crawley cobweb bug if grabbing the physical body
- fix prevent interaction with a stele if jumping
- fix possible dahs => collision death in B4_02
- fix weird collision generating an OOB in b3_14_4_G
- fix lightbeams in biome 1