DevLog #25 Fixes and new synergies for the demo!
I reworked all the enemies of the first zone so that their behaviors feel more fair. I also introduced new sprites for Lumbricus, and a charging animation for Squibull. The latter makes it more obvious you should not stand in its way!
Squibull new charging animation Mole is now weaker, but I added a stronger variation as a new enemy.
Mole and Godmole enemies Finally, Pandoney is not static anymore, it can teleport away from the player. Also, the honey missiles now behave differently. They were too brutal and hard to dodge for the first zone of the game. They are now harmless but the honey puddle they produce summons a new enemy: Bombee. It is basically a kamikaze bee as you can see below. Youd better kill it before it reaches you!
Honey puddles summon bees
Some items, when equipped together, trigger a synergy and activate some unique additional effects. The core system was already implemented at the time of the demo release, but they was only one synergy available. Im working on drastically increasing this number. Last patches introduce 9 new synergies, for a total of 10 at the moment. Here is below one of them that looks really cool!
Piercing + boomerang bullets synergy. In reality, enemies are rarely static and aligned like this, but it still feels pretty strong, right?
Apart from this, I fixed a critical issue on Windows where the game would freeze on the generating screen. I also made some optimization to reduce lag spikes when first opening the game menu or when enemies die and drop their loot. The UI got some improvements. It is now much easier to rebind controls (keys do not need to be available anymore, they auto swap if the new selected is already bound elsewhere).
Controls rebinding is now more practical I added explicit close buttons to all menus as an alternative to pressing the Cancel key. I also made it clearer that some buttons are disabled because of not having enough money. In the status menu, I modified the lines in the background to emphasize that the last system controls the number of equipment slots available.
Status menu tweaks Finally, I reworked the smash and jump animations of the player to have more frames. I reduced the base player gun spread since people found it too wide. Also, I added short invincibility frames at the end of a teleportation from the void. I hope this makes it easier to move away and not fall again right away because of some enemy! If you'd like to read the complete patch notes of the demo, you will find them on the Steam forums here.
Now Im planning on making some tweaks to the enemies of the second zone to balance the difficulty and address potential frustrating aspects. In the meanwhile, Im working on implementing more items and synergies. If you have any cool ideas that youd like to see in the game, please share them in the comments! Thanks for reading this devlog, and see you next time! -Radiant Sloth
[ 2022-07-10 11:39:51 CET ] [ Original post ]
Hello everyone! [NB: Starting with #25, I will post all Skycliffs devlogs here on Steam as well! If you'd like to read previous ones, you will find them on Radiant Sloth website.] It has been ten days since the release of the demo of Skycliffs! First of all, thanks a lot to everyone who gave it a try and shared feedback so far! This helps me a lot to improve the game. I already uploaded a couple of patches since the release, so here is a devlog to detail a bit more some of the main changes.
Enemies tweaks
I reworked all the enemies of the first zone so that their behaviors feel more fair. I also introduced new sprites for Lumbricus, and a charging animation for Squibull. The latter makes it more obvious you should not stand in its way!
Squibull new charging animation Mole is now weaker, but I added a stronger variation as a new enemy.
Mole and Godmole enemies Finally, Pandoney is not static anymore, it can teleport away from the player. Also, the honey missiles now behave differently. They were too brutal and hard to dodge for the first zone of the game. They are now harmless but the honey puddle they produce summons a new enemy: Bombee. It is basically a kamikaze bee as you can see below. Youd better kill it before it reaches you!
Honey puddles summon bees
New synergies
Some items, when equipped together, trigger a synergy and activate some unique additional effects. The core system was already implemented at the time of the demo release, but they was only one synergy available. Im working on drastically increasing this number. Last patches introduce 9 new synergies, for a total of 10 at the moment. Here is below one of them that looks really cool!
Piercing + boomerang bullets synergy. In reality, enemies are rarely static and aligned like this, but it still feels pretty strong, right?
Other improvements and fixes
Apart from this, I fixed a critical issue on Windows where the game would freeze on the generating screen. I also made some optimization to reduce lag spikes when first opening the game menu or when enemies die and drop their loot. The UI got some improvements. It is now much easier to rebind controls (keys do not need to be available anymore, they auto swap if the new selected is already bound elsewhere).
Controls rebinding is now more practical I added explicit close buttons to all menus as an alternative to pressing the Cancel key. I also made it clearer that some buttons are disabled because of not having enough money. In the status menu, I modified the lines in the background to emphasize that the last system controls the number of equipment slots available.
Status menu tweaks Finally, I reworked the smash and jump animations of the player to have more frames. I reduced the base player gun spread since people found it too wide. Also, I added short invincibility frames at the end of a teleportation from the void. I hope this makes it easier to move away and not fall again right away because of some enemy! If you'd like to read the complete patch notes of the demo, you will find them on the Steam forums here.
What is next?
Now Im planning on making some tweaks to the enemies of the second zone to balance the difficulty and address potential frustrating aspects. In the meanwhile, Im working on implementing more items and synergies. If you have any cool ideas that youd like to see in the game, please share them in the comments! Thanks for reading this devlog, and see you next time! -Radiant Sloth
Skycliffs
Radiant Sloth
Radiant Sloth
2023
Singleplayer
Game News Posts 20
🎹🖱️Keyboard + Mouse
1 user reviews
(1 reviews)
https://radiantsloth.com
https://store.steampowered.com/app/1888200 
Just King Depot [139.81 M]
Skycliffs is a fast-paced sci-fi action shooter roguelike. Fight monsters, get upgrades, and survive long enough to find your way out of procedurally generated multi-heights sky islands.
Key features
- The Skycliffs - Explore a network of ever-changing archipelagos with their unique look and traps. Use your double jump and dash abilities to move fast across multi-heights sky islands.
- Fight monsters - Shoot foes with your gun, or hurt them with your smash move. Learn their unique patterns, dodge their attacks and kill them before they beat you to loot Skycoins. Will you defeat the final boss at the end of your adventure?
- Upgrade your gear - Use Skycoins to get shields, armor and improve your stats. Equip and upgrade items to get even stronger and benefit from unique effects. Find natural synergies that make you feel powerful.
- Weather events - Face the fickle weather of the Skycliffs that will spice up your fights. Take advantage of the situation and be cautious to avoid the extra danger.
- Meet people - Visit stores and take on optional challenges that will test your skills and offer useful rewards to ease your journey—or make it worse in case of failure.
- Fill your journal - Learn about every trap, enemy, item and event your encounter. Solve quests and discover secret places. Uncover all the mysteries of the Skycliffs.
MINIMAL SETUP
- OS: Ubuntu 16.04 LTS
- Processor: 2.0 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL ES 3.0+ Compatible Card
- Storage: 500 MB available spaceAdditional Notes: Requires a 64-bit processor and operating system
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