The Active Turn-Based combat of 90's-era JRPGs comes to life as a streamlined action roguelike. No filler battles. No extended cutscenes. Defeat challenging foes as you parry, dodge, and block their attacks. Steal the elemental powers of your enemies and combine them with your abilities.
Hello! I've got a ton of updates I have been itching to share, but first I wanted to say [u][b]thank you[/b][/u] to everyone who participated in the September 30 playtest. A lot of people played and we got a ton of great feedback. Addressing that feedback has been my top priority, and in addition to a ton of small improvements motivated by your feedback I have also been adding some big new features. I'm very grateful to everyone who played the game and sent me feedback.
So let's talk about what's new in Eclipse Breaker this month. First, because we introduced two new Primas, here's a primer and Primas: Primas are passive abilities that you can attach to your attacks as you progress through a run. They're kinda similar to the materia from Final Fantasy VII.
[h1]Earth Prima[/h1]
The new [b]Earth Prima[/b] creates a rupture on the ground around enemies that deals periodic damage to all enemies inside it. Any enemy standing in this rupture receives periodic damage. If enemies stand in the spot where two ruptures overlap they receive not just 2x damage but 3x damage, and if enemies stand where three ruptures overlap they receive not 3x damage but 6x damage. So the key to using these ruptures is to overlap them on clusters of enemies. Check this out:
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I also added the [b]Water Prima[/b], which drenches enemies and creates waves that hit nearby enemies and damage them as well. Enemies that are drenched reflect waves back out at other enemies, and make them again more drenched. These waves can reflect off enemies infinitely if they are drenched enough. So this is another good prima to use against close clusters of enemies.
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[b]Companions[/b] are allies that you can take with you on your journey. Taking a new companion changes your passive and ultimate abilities and allows you to unlock modifications for your other abilities. Awards that you obtain during your run will allow you to upgrade your companion's abilities. So far I've only built one of the companions, but now that the system is built the remainder should be easier to slot in, so be on the lookout for more companions in future builds.
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And finally, I have received a lot of player feedback that there's now much to do while the player's stamina is recharging. Well you spoke and I listened and added [b]Meditation[/b]. Now the player can press a button to regenerate their stamina faster. Some companions are planned to augment the player's Meditation as well. For example, it is subject to change, but some companions may allow your Meditation to also grant your next attack more damage.
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