The new update for Heroes of Loot: Gauntlet of Power is now live!
New Content:
Hidden realm: The Temple New unlockable character: The Rogue New friendlies New enemies Grab the update now: https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
More info:
Besides adding the new realm and characters, I made some small changes to balancing things out (especially for the easy mode). I also made the realms more of a choice to go into or not, as it will mean you now skip one or two levels. So if you are in a hurry and want to speedrun the game, knowing where to find the entries to these realms is certainly key.. but I can imagine it might sometimes be more interesting to NOT take the realm-route and grab some extra loot in the levels you would otherwise skip. If you need a little spoiler on how/where to find the Rogue unlock tokens, make sure to check the Orangepixel website for the Games Wiki.
[ 2024-10-16 07:30:07 CET ] [ Original post ]
Hey Adventurers!
Just wanted to make sure you didn't miss the release of the new Orangepixel game. It's another episode in the Heroes of Loot Saga:
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
A dungeon crawler with some bullet-heaven like properties and a kick-ass weapon system. Various content updates are already planned and will be hitting in the next few weeks, but NOW is the time to grab the game at the launch discount!
Don't forget to drop a review after you gave it some play time, and I'll see you in the dungeons!
Come talk about the game over on The Orangepixel Discord
[ 2024-06-18 14:27:37 CET ] [ Original post ]
Dungeoneers and Adventurers! Heroes of Loot: Gauntlet of Power just received a brand new demo for you to come and play for free!
This demo is one of the last ones before we release the actual game, so a perfect time to check it out and wishlist Gauntlet of Power:
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
PS: There is also a "closed" beta coming soon, for which you can sign-up over on the discord right now!
[ 2024-03-22 14:58:40 CET ] [ Original post ]
Hey guys, it's Pascal from Orangepixel, and I wanted to give you a quick message to let you know that I uploaded a fresh, brand new, demo for both Regulator City and Heroes of Loot: Gauntlet of Power!
Grab the demos (and Wishlist!) here:
https://store.steampowered.com/app/1892750/Regulator_City/
Squad based top-down arcade shooter, with some stealthy/sneaking moments and a lot of cool vibes!
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
A quick mix of bullet-heaven shooters and dungeon crawlers like Binding of Isaac. It's early in development stage, but many gamers seem to really love it so far!
These games are still in development, but your feedback on the demo's are VERY welcome! Drop by on https://discord.gg/orangepixel to find out more about the games and have a nice chat about features you'd love to see before they get released!
[ 2023-08-04 12:15:23 CET ] [ Original post ]
Hi! Just a short update to let you know that there is NOW a new Regulator City DEMO available ! Still in heavy development, but I'm very pleased with where the game currently is.
There's a smoother game-flow experience (mission structure, city progress, all make more sense as you play) and there is even some on-boarding for new players in a short little "tutorial" level. You'll also experience a much better stealthy and sneaking-around experience to complete your missions!
This demo also brings you a new playable character: Wrecking-ball ! His dash is VERY nice to use, and his Special ability certainly packs a punch ;)
So please come and check it out, and if you haven't yet, wishlist the game!
https://store.steampowered.com/app/1892750/Regulator_City/
[ 2023-03-30 19:34:56 CET ] [ Original post ]
Hi guys! Just wanted to let you know that I just pushed the release button on a new Orangepixel Steam release: Sir Questionnaire!
It's a quirky game at a bargain price, it provides hours of gameplay in a VERY small package: The game is played in single dungeon rooms, where you are given the choice to either "interact" or "get outta there!".
Do you attack the skulls? got enough health? got the right weapon for the lobsters? Got some magic left to hit the huge Wolf on his head? Dare to drink the milk before the next encounter?
A game of choices - how far can you venture into the dungeon? Come play Sir Questionnaire, and make sure to drop by on discord if you need tips & tricks!
https://store.steampowered.com/app/2124790/Sir_Questionnaire
[ 2022-12-08 12:48:47 CET ] [ Original post ]
Hey guys! It's Pascal from Orangepixel with a little update!
I wanted to let you know that there's a fresh new demo of Regulator City, the upcoming game I've been working on for a year now, and this demo gives a very nice feeling of where the game is heading!
So check it out over on the Regulator City page:
https://store.steampowered.com/app/1892750/Regulator_City/
And don't forget to wishlist and perhaps come have a chat about it over on discord.gg/orangepixel:
And please! tell your friends about it, I could use all the help to get more people interested in the game in the coming months!
[ 2022-11-09 13:54:37 CET ] [ Original post ]
Regulator City is the next Orangepixel game, and you can try it out for FREE right now in the form of an early demo!
https://store.steampowered.com/app/1892750/Regulator_City/
You play the leader of a team, taking out various gangs setting up base in Regulator City. I was inspired by the cool team-action you see in movies or tv-shows with special forces.. and in this game I want the player to feel part of such a team as you make your way through various apartments, industrial buildings, offices, etc.
Completing a range of interesting missions and slowly taking control of the city!
Anyway, come check out the demo, follow + wishlist the game, and hang out on Discord to talk ! (discord.gg/orangepixel)
[ 2022-06-09 08:24:47 CET ] [ Original post ]
With Heroes of Loot 2 launching on Switch earlier this week, some people flocked to the discord channel and requested an option to be able to drop some of the loot from your inventory.
In rare cases it is possible to be carrying some items that you didn't need in previous dungeons, and they take up your precious inventory slots.. so let's make it possible to drop them!
So this update adds the little option to "drop" items from the inventory screen.
[ 2022-02-11 09:41:36 CET ] [ Original post ]
This is a minor update that improves the drop-rate on hero cards. Herocards can be found in golden treasure chests, but the drop rate was pretty much :
- First drop in random level 4-9
- Second drop at least 5 rooms later, and maximum 10 rooms later.
It would skip special rooms like coin-rooms and arena-rooms, and the end result is that it could be very hard to encounter them ;)
New drop rate is:
- First drop in random level 2-6
- All subsequent drops are 4 levels between - ALWAYS.
So let's say first chest pops up in level 4, then it will be levels 4,8,12,16,20, etc.
One tip: these chests CAN be placed in secret/hidden rooms, AND also be smart about your level-skipping exits if you want to hunt for Herocards ;)
Good hunting!
OH, also want to tell you about the next Orangepixel game coming SOON:
https://store.steampowered.com/app/1290780/Residual/
[ 2021-06-20 13:22:47 CET ] [ Original post ]
A very tiny update for mankind, but a HUGE update for all PC gamers: Heroes of Loot 2 now has much improved gamepad support!
It's taken some time to get gamepad support up and running in the tools used to develop Orangepixel games, but I'm VERY happy to announce that all games are getting this update, and all games will play soooo much better with it. So connect your xbox, playstation, or other gamepad and start up the game :)
Also improved "default" screen resolution when playing in windowed mode.
If you run into any bugs with this new build, let me know!
discord.gg/orangepixel
[ 2020-12-28 14:35:17 CET ] [ Original post ]
With 4 days left, Residual reaches the 100% funding goal on Kickstarter! This means you still have a few days to get in on the EXCLUSIVE Kickstarter rewards!
Name your planet or a cluster of planets? It's still available!
Get the exclusive digital Instruction Manual on release? Still available!
Check the Kickstarter if you want to get in on these, final days to get them! - Residual Kickstarter
AND make sure to wishlist the game here:
https://store.steampowered.com/app/1290780/Residual/
[ 2020-08-16 14:53:53 CET ] [ Original post ]
A new Orangepixel game is coming: Residual - and it is NOW on Kickstarter with a playable demo available! Check all the details here: Residual Kickstarter.
RESIDUAL is a survival platformer offering a combination of crafting and exploration. There are no weapons, it's just you, the planet, and an adventure for survival that's different every time you hit the "New Game" option.
RESIDUAL throws you onto a procedurally generated planet with no humanoid lifeforms. Your task? Survive! Explore the planet both above and below ground, scavenge, mine, craft, fish, pluck, chop, climb, jump, push, pull, and solve puzzles along the way.
Discover remnants of an ancient civilization and their advanced technology. It's not known why this civilization failed, but their technology is sure to come in handy when fixing your ship once you figure out how to use it.
http://store.steampowered.com/app/1290780
[ 2020-07-22 13:37:25 CET ] [ Original post ]
Hey! it's Pascal from Orangepixel here, and I'm REALLY happy to announce that Gunslugs:Rogue Tactics is NOW released and available! Check out the game and grab a nice 10% launch discount:
https://store.steampowered.com/app/1012360/GunslugsRogue_Tactics/
It's a combination of action and stealth, with a little pinch of rogue-like elements in there.
Hope you'll give it a try and enjoy! :)
[ 2019-08-06 14:15:15 CET ] [ Original post ]
An open-world action adventure is coming: Ashworld! Check it out, and wishlist it starting now: http://store.steampowered.com/app/580320/Ashworld/
[ 2017-06-28 16:59:23 CET ] [ Original post ]
An open-world action adventure is coming: Ashworld! Check it out, and wishlist it starting now: http://store.steampowered.com/app/580320/Ashworld/
[ 2017-06-28 16:59:23 CET ] [ Original post ]
Meganoid is about to be released (March 30rd) and you can now grab 20% discount by pre-ordering! Find the pre-order and information here: http://www.orangepixel.net/meganoid Meganoid is a challenging platformer, generating new levels on every play session. Find many items to enhance your character and his abilities while you descend down into the Meganoid space ship. Steam page: http://store.steampowered.com/app/606030
[ 2017-03-12 08:58:48 CET ] [ Original post ]
Meganoid is about to be released (March 30rd) and you can now grab 20% discount by pre-ordering! Find the pre-order and information here: http://www.orangepixel.net/meganoid Meganoid is a challenging platformer, generating new levels on every play session. Find many items to enhance your character and his abilities while you descend down into the Meganoid space ship. Steam page: http://store.steampowered.com/app/606030
[ 2017-03-12 08:58:48 CET ] [ Original post ]
Just a small update fixing some minor little things left and right :)
- fix: Survival mode now also gives unlocked new characters in the mix
- fix: various typo's
- fix: "Fire walker" achievement crashing the game
- fix: swapping key in inventory made it vanish
- fix: bomb-dispensor sometimes invisible
- fix: after exiting inventory, having 2 same characters
- fix: candle-avatar sometimes blocking hallway
[ 2016-07-02 08:56:55 CET ] [ Original post ]
Just a small update fixing some minor little things left and right :)
- fix: Survival mode now also gives unlocked new characters in the mix
- fix: various typo's
- fix: "Fire walker" achievement crashing the game
- fix: swapping key in inventory made it vanish
- fix: bomb-dispensor sometimes invisible
- fix: after exiting inventory, having 2 same characters
- fix: candle-avatar sometimes blocking hallway
[ 2016-07-02 08:56:55 CET ] [ Original post ]
Latest update is here, adding the much requested information on inventory items. You can now set your preferred inventory button (default is Tab key), or use the left-shoulder button on a gamepad You can now also swap items between your characters from the new inventory screen. The drop-rate on hero cards is also increased, along with some lowered difficulty tweaks for later levels. Here's the full changelog:
- add: in-game achievement screen
- add: inventory screen
- add: tutorial on inventory screen
- fix: tweaked increase in health when characters level-up
- fix: audio not staying silent
- fix: arena room animation bugs
- fix: increased drop rate on Hero cards
- fix: snow-level won't be an arena-room
- fix: slightly lowered difficulty spike in later levels
- fix mobile: Hero-cards not selectable with touch-screen
- fix mobile: pause button not working
- fix iOS: inverted right-stick on MFI controllers
- fix PC: Hero-cards not selectable with mouse
- changed: worms (from rotting) are slightly easier to defeat
[ 2016-06-26 12:28:04 CET ] [ Original post ]
Latest update is here, adding the much requested information on inventory items. You can now set your preferred inventory button (default is Tab key), or use the left-shoulder button on a gamepad You can now also swap items between your characters from the new inventory screen. The drop-rate on hero cards is also increased, along with some lowered difficulty tweaks for later levels. Here's the full changelog:
- add: in-game achievement screen
- add: inventory screen
- add: tutorial on inventory screen
- fix: tweaked increase in health when characters level-up
- fix: audio not staying silent
- fix: arena room animation bugs
- fix: increased drop rate on Hero cards
- fix: snow-level won't be an arena-room
- fix: slightly lowered difficulty spike in later levels
- fix mobile: Hero-cards not selectable with touch-screen
- fix mobile: pause button not working
- fix iOS: inverted right-stick on MFI controllers
- fix PC: Hero-cards not selectable with mouse
- changed: worms (from rotting) are slightly easier to defeat
[ 2016-06-26 12:28:04 CET ] [ Original post ]
More heroes! the roster of heroes now doubled to 8 characters.. but you'll have to unlock them first ;) Unlocking is done by collecting the new Hero-cards that are scattered around the dungeons, and the Stats/Data menu shows how many you have and need. With unlocking the Hero-cards there is also some extra information on your character unlocked, so go for it! Besides that there are some new achievements and a host of fixes and improvements! - ps if you enjoy the game, a little thumbs-up review goes a long way, worst case you make me feel happy ;) Here's the full list: [list=*]
[ 2016-06-17 10:22:16 CET ] [ Original post ]
More heroes! the roster of heroes now doubled to 8 characters.. but you'll have to unlock them first ;) Unlocking is done by collecting the new Hero-cards that are scattered around the dungeons, and the Stats/Data menu shows how many you have and need. With unlocking the Hero-cards there is also some extra information on your character unlocked, so go for it! Besides that there are some new achievements and a host of fixes and improvements! - ps if you enjoy the game, a little thumbs-up review goes a long way, worst case you make me feel happy ;) Here's the full list: [list=*]
[ 2016-06-17 10:22:16 CET ] [ Original post ]
Three new achievements, but also a host of fixes that people have been mentioning left and right. I'm guessing the extra delay on "mimic-bombs" will be the favorite here, as a lot of people mentioned it left and right ;) Hopefully I'll be able to start doing some work on new stuff next week, as mostly all the big "release version" problems are now taken care of.
- add achievement: Soul sword
- add achievement: Fire fist
- add achievement: Thunder claw
- fix: Teleporter animation
- fix: render optimizations
- fix: possible crash on map rendering
- fix: king-loot bestiary not unlocking
- fix: improved teleporter placement
- fix: statue-push quest, won't spawn on-top of trigger anymore
- fix: floor-flamers won't appear in cold/sewer/or forest zones
- fix: rare possible cause of no key in treasure-quest
- fix: dropped-bomb from Mimic gatekeeper now has more delay
- fix: losing graphical reflections for no reason
- fix: crash with more than 2 controllers attached
- fix: made "near death" and getting hurt more visual
[ 2016-06-11 11:42:43 CET ] [ Original post ]
Three new achievements, but also a host of fixes that people have been mentioning left and right. I'm guessing the extra delay on "mimic-bombs" will be the favorite here, as a lot of people mentioned it left and right ;) Hopefully I'll be able to start doing some work on new stuff next week, as mostly all the big "release version" problems are now taken care of.
- add achievement: Soul sword
- add achievement: Fire fist
- add achievement: Thunder claw
- fix: Teleporter animation
- fix: render optimizations
- fix: possible crash on map rendering
- fix: king-loot bestiary not unlocking
- fix: improved teleporter placement
- fix: statue-push quest, won't spawn on-top of trigger anymore
- fix: floor-flamers won't appear in cold/sewer/or forest zones
- fix: rare possible cause of no key in treasure-quest
- fix: dropped-bomb from Mimic gatekeeper now has more delay
- fix: losing graphical reflections for no reason
- fix: crash with more than 2 controllers attached
- fix: made "near death" and getting hurt more visual
[ 2016-06-11 11:42:43 CET ] [ Original post ]
Last version introduced a few camera glitches where the camera would pan to a focus area and no items or monsters were being rendered. This version fixes that glitch (mostly a problem with mini-bosses) also fixing a bug where items didn't cast a shadow .. minor stuff, but it bugged me :p
[ 2016-06-09 14:39:57 CET ] [ Original post ]
Last version introduced a few camera glitches where the camera would pan to a focus area and no items or monsters were being rendered. This version fixes that glitch (mostly a problem with mini-bosses) also fixing a bug where items didn't cast a shadow .. minor stuff, but it bugged me :p
[ 2016-06-09 14:39:57 CET ] [ Original post ]
Just minor updates coming in for now as I work out the important bugs in all the various platform versions and do all the marketing stuff required to actually earn money from the game! (spread the word! tell your friends! all that) For PC the big thing is the missing keyboard-settings! they used to be there, but they were gone now.. so that's fixed ;)
- fix: exiting from options sometimes triggered Survival mode
- fix: possible crashes on world generation
- fix: keyboard-settings missing from menu
[ 2016-06-08 10:14:57 CET ] [ Original post ]
Just minor updates coming in for now as I work out the important bugs in all the various platform versions and do all the marketing stuff required to actually earn money from the game! (spread the word! tell your friends! all that) For PC the big thing is the missing keyboard-settings! they used to be there, but they were gone now.. so that's fixed ;)
- fix: exiting from options sometimes triggered Survival mode
- fix: possible crashes on world generation
- fix: keyboard-settings missing from menu
[ 2016-06-08 10:14:57 CET ] [ Original post ]
First a welcome to the new players joining in: Welcome to the dungeons! This update comes with a short list of fixes, cleaning up some things and this is now the official Release version, meaning we'll be leaving Early Access with it. Don't worry tho, there are more new things coming in updates. I just posted about that, so you can check the forum for the Roadmap. This update is not just a number increase, there are some fixes included! I think this version comes with a better ranking-calculation, and also fixed a STUPID error in my average-dungeon math! Luckily that should sort it self out over time as long as you play enough levels, so no need to erase the Rankings board ;)
- fix: Afterlife not loading from saved game (single player)
- fix: Gamepad not working in windowed mode on startup
- fix: improved the player ranking math
- fix: average level calculation (ranking board)
[ 2016-06-07 13:22:44 CET ] [ Original post ]
I'm nearing a first release candidate (moving out of Early Access). Which I plan to do later this week mostly because this month is full of events that would otherwise cause me to have a terrible time getting any game coverage or even people noticing the game.. so there's that! On that note this update also comes with a lot of fixes and very few new things, to keep the stability. Even tho the release is this week, I still plan to do multiple updates in the coming weeks like adding more playable characters, and of course improving things left and right.. so don't worry, nothing changes except the "early access" label will be gone, and hopefully a bunch of new players will storm the leaderboards! Speaking of leaderboards.. sorry! but the ranking-board is refreshed. I noticed a flaw in how rankings worked, where you could basically just play to level 2 and die, and you would still get a nice increase in ranking points, making it fairly easy to cheat yourself to the top of the ranked-players list. This is now changed, the points now combine your current ranking and the level you reach.. so the higher your ranking is, the better you have to be at the game to increase even more. I'm fairly sure this works out much better.. Most of the fixes in the list below are for the COOP-mode, and if you can, you should really try it, it's amazing fun roaming the dungeons together!
- changed: appearance and size of worms and improved their collision detection
- fix: optimized various gameloop and rendering things, for slower devices
- fix: ranking now more strictly based on your average-level
- fix: bug with "found a secret" sound sample
- fix: multiple rottings spawning on same spot
- fix: case of the floor-shadow with invisible item/loot
- fix: 4-direction flame pilar not always shooting on south direction
- fix: 4-direction flame pilar does little less damage
- fix: various spawn bugs with worms
- fix COOP: revival correctly restores all health
- fix COOP: camera take-over won't move players anymore
- fix COOP: monsters should signal "monsternear" to both players
- fix COOP: character select now with gamepad A not with X
- fix COOP: "ceiling" invisible for this mode (less clutter on screen)
- fix COOP: quests with room-locks only trigger if both players enter the room
- fix COOP: inventory is now cleared after regeneration
- fix COOP: removed Afterlife from gameplay
- fix COOP: item coming back to life should have some more effects
- fix COOP: 2nd player has alternate color scheme for avatars
[ 2016-06-05 10:43:33 CET ] [ Original post ]
So, I know, this is a fast update, but there is too much added to just call it a 0.9.6b update, and that's why it's called 0.9.7! Many people told me about the Flamehead quest and it spawning too close to the door, so this update fixes most of the cases (in theory it's still possible if the room just isn't big enough, but I'll also work on that) But, this update is mainly for the people willing and able to check out the 2 player mode. You basically need at least 1 controller to activate the mode since then player 1 will use the keyboard/mouse. If you have 2 controllers it should switch to both players with gamepad (let me know if this works correctly, I only have 1 controller to test) I've been testing 2 player mode for a while now, just never had it live in the final version! There could still be a few weird things happening.. but overall the game is pretty fun for 2 players :D (also the game mode is endless for 2 players) Let me know if you run into anything weird!
- added: coop mode to play menu (if at least 1 controller found - game mode is in beta!)
- added: brightness to settings
- fix: force mini-boss to spawn away from entry door in Quests
- fix: minor issues with info shown on ranking leaderboard
- fix: stopped logo in credits from trembling
- fix: simplified settings menu
- fix: COOP exits only triggered when both player in it
- fix: COOP teleporters only triggered when both players in it
- fix: COOP: attractus spell - attracts always to player 1
- fix: COOP: detect 2 controllers, and setup player input correctly
- fix: COOP: radar is centered around player 1
- fix: COOP: ghost-character is gone if player1 died
- fix: COOP: exit,teleporters, etc, don't check if either player died
- fix: COOP: monster targeting doesn't check if player died or not
- fix: COOP: auto-regenerate player on next level? - or sell "regeneration spell" for X diamonds?
[ 2016-06-01 17:04:22 CET ] [ Original post ]
Sorry in advance, but this one comes with some big changes! (kinda the point of Early Access tho) First: all leaderboards are renewed, this so that scores now also show the amount of "saves" used for the score, and since the whole game balance is now changed since the first version this just had to be done. I also had to reset player rankings board.. so we all start back at level 1 players (all your other unlocks and such are un-effected except game-mode) Positive note, pretty sure this was the one and only leaderboard reset required! (think I did 3 or 4 with Space Grunts). In addition to showing the "Save game" count to your score, there is now also a penalty added for people who : load a game, play a level, are about to die, and simply reload the level. This will give you a 50% score deduction.. so.. there's that. You can still use this trick to complete the game, cause I do want you to see the whole game, I just don't want you to cheat your way into the leaderboards ;) ----- Game mode changes: the normal game mode is now shortened to 50-levels, which with using warp-zones and alternate routes can take between 30 and 50 minutes of game-play.. think that works better for most gamers and streamers. It also made balancing the game a bit easier and the whole progress of the game now feels less like a chore/grind. The Hard mode is removed for now, especially since it now offers little over the normal mode. I might add it back in another shape or form, but I'm leaning more towards adding an "endless mode" to the game which you can unlock by completing the normal mode. For balancing: I think I'm really close now! I also changed the speed of enemy fire and cyclops smashes, this makes it possible to dodge it more and ads some skill-based gameplay to the mix. My best run was around level 31, so I expect a few of you guys to actually be able to complete the game now... so let's see those scores! ;) So a LOT of changes, tweaks (and even a new area) in this update, here's the full list.. as always if you run into bugs drop them in the bug-forum!
- fix: small improvements to auto-aim targeting
- fix: special weapons should only appear if correct character is in the game
- fixed: bug where bullets got invisible in later levels
- fixed: play menu navigation (and added instructions)
- fix: overflow bug in ranking bars in ranking leaderboard
- fix: better "wall-spawn" detection for monsters
- fixed: spawning creatures start moving only after spawn is done
- fixed: "Loot Master" achievement now working
- fixed: treasure chests triggering "quest completed" in arena rooms
- fixed: warrior disappearing in Arena-room animation
- added: new area "The Cold"
- added: level-skip info to forest and sewer avatars speech
- added: "saved" counter to the final rankings
- added: loading same saved-file multiple times now gives score handicap
- added: Wizard special weapon: Thunder claw
- added: gamepad deadzone slider in settings
- added: achievement "King Loot"
- added: achievement "Egyptian"
- added: achievement "The Cold"
- added: "locked" info dialog to bestiary,library, and game-mode
- changed: monsters spawn a bit sooner (purple-spawn spots)
- changed: slower "bullets" for enemies (including minotaur)
- changed: elf's arrows pierce less enemies at once (increases with XP)
- changed: disabled Hard mode (might return in a new form)
- changed: decreased Normal mode to 50 levels, more condensed action easier to pick-up for a session
- changed: bomb/explosions do more damage to everything around it
- changed: scarab queen, less health, less scarab-spawns and longer pause state between attacks
- changed: scarabs slightly easier to kill
- changed: dungeon tourist and dungeon dweller achievements now linked to your player level
- changed: improved graphics on spike and heat-floor area's
- changed: heat-floor auto-fire every few ticks (more interesting!)
- changed: slightly longer delay before cyclops smashes (run-time)
[ 2016-05-31 15:01:17 CET ] [ Original post ]
An important question, so please help me with some feedback! Besides the balance still being tweaked, my other problem is with the length of a game-session. Would you prefer: 1) have a campaign of 100 levels like it is now 2) have a shorter campaign of 50 levels 3) have no end level at all (like original Heroes of Loot) and this is about the normal mode, we already have the Hard mode which is shorter with just 30 levels. I'm personally not convinced about 100 level campaigns yet.. it often feels like a chore, but then again, I know people playing the original HoL for hours and hours reaching level 400 or even 500+.. also not sure if most people prefer playing short sessions that are completable (like I had in Space Grunts) or have more fun in bigger campaigns like this is now.. so, give your feedback below in the comments!
[ 2016-05-28 07:10:16 CET ] [ Original post ]
Just a quick patch on yesterday's update. Mainly to fix the bestiary crash but it also has some other small improvements happy dungeon crawling! version 0.9.5d
- fix: damage done by enemies in later levels is lowered
- fix: XP levels up slightly faster
- fix: Warp-avatar now only sends you 5 levels (bug from v0.9.5)
- fix: soul-sword more powerful (souls attacks multiple enemies)
- fix: make inventory items order-correctly from first to last item added
- fix: dungeon progress achievement didn't unlock when using warps
- add: inventory items now blink when being used
- fix: crash on bestiary (end boss)
- fix: random magic gave wrong magic
- fix: loading game not showing right level in pause (fixed in new saves)
- fix: make dark mage bullets more visible
- fix: warps now show correct level
- fix: (hopefully) some quests monsters not "freezing" on camera lockdown
[ 2016-05-27 08:54:01 CET ] [ Original post ]
Another week of updates, fixes and additions, and another week closer to a official release version "one". I've added two new (unlockable) game modes to the game, and also a new mini-boss and new monsters. Most importantly there is now a proper ending to the game, altho I doubt many people will reach level 100 in the current version A bunch of tweaks have been made to the use of magic (more linked to the magic-level you unlocked and your characters magic powers). The health on monsters has been changed, so they still become tougher in later levels, but it now feels more "fair".. still not perfect, but my average runs have improved, so let's see how far you guys and girls can get with this new build ! As for the game modes, a little information: Hard mode Still need a bit of work on this one, but it's basically a shorter and tougher version of the game's campaign. Where the Standard mode is 100 levels, this one only has 30 levels but level 30 is comparable in difficulty to level 100. So the difficulty increases faster. It needs a bit of balancing but it's already fun to play and for the more seasoned players it should provide a nicer and shorter challenge (also great for streamers!) Survival mode This basically spawned out of a little test I was doing with Arena rooms, I noticed it was pretty fun and tense to just have to beat arena rooms one after another.. so that's what this mode is! A very short mode (for most players) with arena's becoming harder as you progress.. you get a random character assigned with every level, so you better get good at using all characters. This mode is a bit experimental, let me know if you enjoy it. I might add some changes to the arena rooms in later levels, adding things like spikes or flames, to really make them interesting.. for now it's a fun and quick game mode with a leaderboard! And for the full list of changes:
- tweaked player-levelling
- tweaked magic spell usage/strength/duration
- added enemy: scarab
- added new mini-boss: Queen Scarab
- added tutorial-avatar explaining warpzones
- added game mode: "Survival" (experimental)
- added game mode: Hard mode (30 levels)
- added new leaderboards for new game modes
- added item: lens of secrets - shows secret areas like valkyrie sense power
- added End-boss
- added Credits
- increased chances on Arenaroom / coinroom
- don't make warp-avatars and warp-zones appear after level 90
- medusa spell blocks quest monsters from starting (rocko,flamehead,etc)
- fix: bomb-door staying on map after explosion
- fix: minor issues with downloading leaderboard data
- fix: last room never lit up on map
- fix: points-per-kill now partly based on dangerlevel of monster
[ 2016-05-26 12:45:38 CET ] [ Original post ]
This update comes with a bunch of new stuff. I've been adding some new avatars to trade your diamonds and gems with, but also some tutorial avatars (talk to them once, and they will not bother you again). There are a few new quest types you might run into, and even a new area for those that really get further into the game. I also listened to the various feedback on the map and I think these new changes to the map should fix any shortcomings it originally had. A lot of time was also put in the 2-player (local) coop mode.. it's not live in the game yet, but it's coming along nicely.. still some gameplay bugs to sort out, but it will be live soon! (I hope) so enjoy the new version! (and yes, balancing is still on going, but I think we're almost there)
- added: Sewer+Forest levels now skip a level when completed (but level is twice as big)
- added: short invincibility-effect when Afterlife kicks in
- added hint/tutorial avatars
- added avatar: selling Afterlife shards
- added avatar: "Warp with XP" salesman
- added quest: "switch room"
- added quest: spawn-rooms (later levels)
- added world: "bones" area (later in dungeons)
- map: now lights up in visited areas
- map: markers on map are now more visible
- added special "bone-yard" rooms to slash through
- NEW ITEM: minotaur-chain pieces, can be used to defeat a minotaur with just a couple of slashes
- NEW ITEM: speed-force, increases walking speed
- fix: arena-room and coin-room won't happen in Sewers or Forest areas
- fix: all monsters in Arena room now spawn at start
- fix: minotaur,cyclops,skull-king,etc now all add to boss-bar in all cases
- tweaks to the music-triggers
- COOP: fix camera for 2 player mode
- COOP: fix character select screen for two players
- COOP: health from scenery flies to wrong character
- COOP: carrying+throwing bombs with correct characters
- COOP: bind players from leaving screen/each other
[ 2016-05-20 14:33:08 CET ] [ Original post ]
So a lot of feedback is coming my way, but the one thing that keeps returning is all about the balancing of the game. I can probably put this on a repeat for every update, but it's a work in progress! so bare with me! :) This update actually has a bunch of changes under the hood towards a better balance of everything. Improvements to your health, a bit more monsters attacking you, more balance to the magic items and your weapons.. really everything is slowly getting tweaked in the hopes of finding that perfect balance. So here's the full change list:
- add digits to status-bar showing HP
- improved leaderboard view
- balancing of magic-spells
- improved health-system (now based on combined selected characters)
- improve duration+strength of Soul-sword
- warp-zones now also add XP
- limited "exploration" levels to Sewers and Forest only (bigger levels)
- multi-unlocked magicspells now taken into account for duration
- fixed solid-door isn't releasing it's quest (stays active on radar)
- fixed direction-marker on radar not always shown
- fixed spreading of sewer+forest avatars
- fixed opened doors leave something behind (invisible, but blocking projectiles)
- fixed combo-boss shows hp bar even if not near you
- fixed combined monster hp/life bar (ie: 3 minotaurs)
- fixed various unlock-issues (and tutorial-repeats)
- fixed constant spawn of rats in higher levels
- fixed phantom items (just showed shade on floor)
[ 2016-05-17 17:43:01 CET ] [ Original post ]
Hey guys, based mostly on the feedback from the forums, here's the first big update with a bunch of improvements and couple of important bug fixes. As for balancing issues (difficulty in monsters / strength of characters) that's an ongoing thing, so it's good to hear if things are better or worse, but keep in mind that's something that will have to be tweaked a lot before it's perfect! Still looking into the bestiary stuff.. some players mention it's not unlocking the bestiary info? I haven't been able to replicate the issue, and based on the stats it IS unlocking for other players... so bit tricky, but I'll keep digging! The full list of changes (again ,check the trello for more info on what's happening: https://trello.com/b/CXvtd5lT)
- add progress bar to level-name
- add some "direction markers" to the map view
- make XP more visual in statusbar
- slight increase in gamepad deadzone
- bomb on valkyrie fully visible
- decrease Rocko's strength in early stages
- tweak Minotaur's aggressiveness (especially when spawning near player in quest)
- made dialog-buttons more visually clear (selected/unselected)
- add status-bar to big quest-monsters
- repositioned inventory items
- playing windowed, can now move the window with mouse-cursor (except during gameplay)
- level-5 achievements now unlock correctly
- fix: unlimited hp+xp bug
[ 2016-05-15 12:22:43 CET ] [ Original post ]
A few days later than planned, but it's here! Heroes of Loot 2 is live in Early Access, and I can only hope you guys enjoy the dungeons I've been creating for you. They are full of quests, monsters, and challenges. I'm also pushing the latest build I have, as I just added the first batch of achievements and a bunch of little fixes. If you run into problems or issues, hop into the forums and try to give as much detail about the problem as possible so that we can find a solution! update v0.9.1c fixed 2nd magic-dice crash cause added version number to menu screen
[ 2016-05-13 17:18:07 CET ] [ Original post ]
Hey Guys, So I'm nearing the Early Access stage, and as with my previous game, Space Grunts, I'm doing a pre-order discount for the early-birds, Orangepixel fans, and followers. The Pre-order comes with a Steam key, which will be usable as soon as the game hits Early Access. Early Access will be in week one or two of May, at which time you can also buy the game directly on Steam (but without the 30% discount). So, if you want the game AND the 30% discount, check out the pre-order page here: https://orangepixel.itch.io/heroesofloot2
[ 2016-04-25 18:30:47 CET ] [ Original post ]
Been streaming some of the development over on Twitch. If you like to see code and pixel-art creation, then follow the twitch channel and come say Hi in the chat! https://www.twitch.tv/orangepascal/profile
[ 2016-04-01 14:42:48 CET ] [ Original post ]
This weeks developer update video is a 15 minute play through of the current build. It shows some of the new things, a small part of the quests and content. Obviously don't watch if you want to be 100% spoiler free until it releases ;) Video: https://www.youtube.com/watch?v=j_AvWOICAcQ
[ 2016-03-24 16:06:28 CET ] [ Original post ]
🎮 Full Controller Support
- Heroes of Loot 2 Linux Depot [73.87 M]
Pick two heroes to take into the adventure, controlling both heroes and using their special skills to navigate the dangerous castle hallways, rooms and floors. Switching between the two characters to solve quests, puzzles, and of course clear the dungeons of all evil.
Quests - The dungeon is full of problems, let's call them quests. These problems range from simple "find a key" to "use magic powers to light all magic candles and open the magical gate". Different types of quests require different solutions. Use the skills of the characters in your party to complete these quests.
Weapons - Your characters are your main weapons. The Elf shoots his arrows through multiple monsters, the Wizard has unlimited magic, the Warrior has a powerful melee attack with his hammer, and the Valkyrie besides having a quick spinning-melee attack can also detect secrets and important loot. The characters can level up to increase their firepower, or find rare loot which enhances your character for short periods of time. This includes magic spells!
Secrets - Find secret rooms, level-skipping teleports, secret items, and more!
Perma-items - You will be able to unlock magic spells by collecting 4 shards of various magic books. Once all shards are collected the magic is unlocked. It's also possible to increase the strength of this magic by collecting the magic shards multiple times. All unlocked spells will stay unlocked even after you die, making you more powerful on your future attempts to reach the final boss.
- OS: Ubuntu 12
- Processor: 2.0 ghz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD3000 or higher with OpenGL 2.1 support
- Storage: 200 MB available space
- OS: Ubuntu 12
- Processor: 2.0 ghz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD3000 or higher with OpenGL 2.1 support
- Storage: 200 MB available space
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