Throughout the land, all was at peace, till the mysterious tower emerged from another world. From the tower spawned forth terrifying monsters which terrorize the countryside. Once safe roads are now hazardous journeys. To vanquish these monsters, and glean something of the tower's origins and, brave adventurers venture deep within, carrying hopes of fighting their way to the top.
Play as one of the, currently, six distinct character classes; blending their unique abilities with a mixture of ranged and melee attacks to fight monsters from a distance or in close quarters. While each class is capable of flexible strategy, you can enhance your favorite playstyle truly by making the most of the class’ essence, a powerful advantage for dealing with foes.
Hello All,
I apologize for the long period of silence since the last major update. Things have been a bit busy over here. In that time, I graduated college and got a new job that has been keeping me fairly busy and required me to move to a new state. But despite this, I have continued working on The Baleful Tower in my quest to make it the best game it can possibly be.
This update is a prime example of me proving myself wrong. Early in the process of making this game, when I sent the first couple development builds to my friends prior to the initial Early Access release, a few of them made negative comments regarding the art and graphics. My response to this was basically to just ignore them, because I liked the look that the 2D, unlit rendering provided. But later, when testing this update, several of my friends mentioned that some of the enemy units and projectiles blended in too much with the color of the floor. Since this was a complaint about the functionality of the game rather than a purely aesthetic critique, I began looking into ways to improve the readability of the game while maintaining the cartoonish art style. So I eventually added a simple cell shader, and after I tested it the first time, I had to admit that all my friends' initial critiques were correct and the game looks much better now. While the changes may be subtle, especially in a side by side comparison, it makes a great difference in motion.
Also, in the period after I graduated but before I had my new job lined up, I was working on the game and testing everything, when I came to another realization that ran counter to my initial idea of the game. When I sent the very first build of the game to my friends to test (a build that is drastically different from what you can play today), I included a note in the ReadMe file stating I will not be adding any sort of multiplayer, especially not online multiplayer. You'd have to make a really compelling case to convince me otherwise. I'm talking Grant I'll do all the work myself level of compelling. However, as I continued working on the game that summer on my parents farm, I realized that the best version of this game is one where you can play together with your friends, sort of replicating the experience of playing a game on a 4-player arcade cabinet.
And so began a lengthy and challenging process, that admittedly might have been a bit ill-advised, of adding online multiplayer. It was an especially rough process since I did not have multiplayer in mind when making the game originally, so I essentially had to tear the whole thing apart and put the pieces back together within a client server architecture. This was a lengthy process, and I learned an awful lot doing it, in particular that I should probably make all games going forward with multiplayer in mind, even if I just plan on it being single player, just in case I change my mind. But anyways, after a lengthy period of developing, testing and iteration, we now have functional, a four player cooperative online multiplayer mode. And its really fun. I am very excited for you all to try it out. I hope you love it as much as I do.
Below is a bulleted list of some of the more specific changes.
Enjoy,
Grant
Patch Notes:
- Added Online Multiplayer
- Redid graphics to use a cell shader instead
- Redid the game balance in order to increase the overall pace of play
[list] - Increased the attack of all player classes and enemies
- Reduced max health of enemies
- Redid the stat scaling of enemies (per floor and biome) and player classes (per level)
- Increased the movement speed of all player classes
- Considerably increased the roll animation rate for all player classes
- Lowered the value of goal thresholds for each floor
- Reduced the time allotted for each floor
- Reduced the price of all shop items
- Increased the frequency and quantity of enemy spawning
- Altered the mana cost, cooldown time and potency of player abilities
- Tripled the attack power of the regular bombs bought in shop
- Reduced the unlock thresholds for all player classes
- Reduced the duration of all player status ailments
- Altered the max health of the bosses
- Barbarian Rage no longer lowers Defense
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