Koboo: The Tree Spirit Demo - 0.7 Update

Koboo: The Tree Spirit

Koboo is a fast paced action rogue-lite platformer. Battle against towering hunters as a small tree spirit by attacking their weak points. Forge powerful synergies, explore a handmade world with branching paths, fish and garden to rebuild your home - death is not the end!

Magic weapon fans rejoice, old Magma Orb is back! It will now once again automatically damage enemies in its path, rather than requiring a trigger. The change back in version 0.3 seemed reasonable in a vacuum but fell short with the introduction of dual-wielding. This weapon has perhaps the most complicated history in our catalogue, and we hope this change will bring it back into relevance. [h3]Animal Ability Rework[/h3] [list] [*] Animal Abilities have been reworked! [*] They no longer charge passively, and charge gained by dealing damage has been reduced. [*] Spirit Orbs now spawn on occasion during waves, fully charging your spirit ability. [*] Wolf Strike now has three charges. It charges three times as fast and all three are granted upon picking up a Spirit Orb. [*] Hawk Drop has been completely reworked into Hawk Screech. It deals damage around Koboo and Parries enemies with an exclamation mark. [*] Turtle Shell now forces Koboo to stay still and has a more dramatic visual effect. [*] All Abilities have a small amount of screenshake and freeze on cast for dramatic effect. [*] Wolf Strike, Snake Blink, and Bunny Hop all deal more damage. [*] The UI better indicates how many charges the player has of an Animal Ability. [/list] [img]{STEAM_CLAN_IMAGE}/40654780/e497fca5b6af300f3475a3d097f08f4bacb0cf32.jpg[/img] [h3]Weapon Changes[/h3] [list] [*] A new ranged weapon is available, with three all new upgrade paths! This one is more akin to the Throwing Leaves before the rework in the previous update, but has a unique mechanic to compliment Dual-Wielding synergy. [*] In Mara’s Shop when beginning a run, Magma Orb will instead be available immediately, and all other weapons will be available one run sooner. [*] Magma Orb has been reverted to its original mechanics, it now damages enemies automatically. [*] Old Inferno is also back! The Inferno upgrade from Magma Orb now instead summons additional orbs on the same orbit all with reduced effectiveness. [*] Damage over time weapon upgrades, such as Scorch from Leaf Axe and Magma Orb and Toxicology from Throwing Leaves and Fae Daggers, now deal a set amount of damage (12 and 3 per upgrade level respectively) and the description has been changed for clarity. [*] The Trickery upgrade from Fae Daggers has been buffed, now applying increased damage to the next two strikes after dashing, instead of just one. [*] The Ricochet upgrade from Boomerang has been renamed to ‘Dribble’ to avoid confusion regarding its function. [*] The description for Ricochet (Now Dribble) has been reworded for clarity. [/list] [h3]Enemy Changes[/h3] [list] [*] Enemies now reveal the location of their next crit spot. [*] Critical Damage is no longer multiplied when an enemy is winding up an attack. (It’s still multiplied against parried enemies) [*] Enemy Attack Speed is now calculated slightly differently. Enemies will have it updated after their next attack if the player changes their accessibility settings mid-fight. [*] Ranged Enemy Attack Indicators will now scale with distance so they are visible regardless of Koboo’s distance from the attacker. [*] Bosses now start attacking much sooner. [/list] [h3]Cutscenes and Transitions[/h3] [list] [*] The eye opening scene that starts every run after the first can now be skipped by pressing the ‘Interact’ key. (By default, ‘F’ for keyboard and RB or R1 for controller) [*] The menu has a transition when beginning a run. After your first run, this transition also helps load the rooms for a smoother opening. [*] Bosses have a much more dramatic entrance. [*] Dialogue now reveals fully on click instead of skipping entirely. [*] The interact button icon now appears under dialogue to indicate how to continue. [/list] [h3]Visual Fixes[/h3] [list] [*] Changed the Wolf sprite to be more detailed and imposing. [*] NPCs like Mara are now properly affected by lighting and shaders. [*] Enemies have a faster, punchier flash when they take damage. The colour of this flash can be changed in the ‘Colours’ settings. [*] Added the word ‘Lives’ to the UI in the hopes it’ll finally be clear to players lmao you know I love and appreciate y’all but this is the bane of my existence. <3 [*] The aim indicator for controllers is now only revealed when the player wields at least one ranged weapon. [*] Added a sound, screenshake, and visual effect to slam attacks. [*] Fixed some visual bugs with slam attacks. [*] Fixed some visual bugs for wielding multiple melee weapons. [/list] [h3]Other Touch-Ups[/h3] [list] [*] More punctuation has been added for formality and consistency. [*] Fixed typo in settings from Anti-Alias to Anti-Aliasing. [*] Added a small indicator just under Koboo to show dash cooldown. Its colour will match the GUI. This can be removed in the ‘Gameplay’ settings. [*] Fixed a bug with secondary weapons not properly adapting to hold-to-attack settings. [*] Fixed a bug with players still being able to perform certain actions while dying. [*] Better controller support has been added to the “Thanks For Playing!” menu. [/list] [img]{STEAM_CLAN_IMAGE}/40654780/2f0a8183e239ac63bd77272fa411af7ea3864dd4.jpg[/img] Hope you enjoy! - Simon and Jerome