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Leaf's Odyssey is a turn-based game where you fight various monsters in order to solve each puzzle. Every move can be predicted and anticipated. Failure is not punished; you can undo and try a different approach as many times as you want.
  • A rich set of mechanics with many subtle interactions
  • Over 100 carefully crafted puzzles in the main campaign
  • Soundtrack with over 30 minutes of original music
  • Full-featured level editor
  • Play as a ferret
Leaf's Odyssey
ludobloomDeveloper
ludobloomPublisher
2024-05-17Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (98 reviews)
Public Linux Depots:
  • [0 B]
Version 1.0.11

Tower of Destiny room changes:

  • High Security: Added signpost explaining wire inspection
Mechanic changes:
  • Toggle switches now hold pressure plates if dropped onto them
  • Same-room waypoint travel is now permitted to locations where a monster is carrying statue rubble
Interface:
  • Added Marks and Notes section to pause menu, allowing notetaking for the current room, and a mechanism for marking a monster or tile with a persistent colored icon
  • Added alphabetical identifiers to statue rubble, toggle switches, and keys
  • Added "Set Checkpoint" option in pause menu; when used, room reset will return to the checkpoint state before returning to the room's initial state
  • Game-end summary screen now keeps the same room highlighted when changing graph types
  • Clicking to change graph type or shown room in game-end summary graph now sets keyboard focus to that item
  • Increased width of room time graph
  • Added logarithmic scale option to room time graph
  • Rooms with keys now show only the corresponding key color on their minimap icon, cycling colors if multiple key types are present
  • Rooms with locked doors now show a lock icon on the minimap in the appropriate color(s)
  • Minimap now shows an icon for rooms with inactive waypoints
  • Inspecting a tile with a one-way ladder target shadow on it now shows the ladder shadow in the tooltip
  • Waypoint menu now shows slightly different colors for waypoints in other rooms when cross-room travel is not possible
  • When a replay exits the room unexpectedly, instead of exiting replay mode entirely, playback halts and a message is shown
  • When showing room initial state in the current room, if Leaf's entry point is show, waypoints are now drawn in the activation state they were in at room entry
Bugfix:
  • Stacks are now shown on the minimap as the color of their top item
  • Fixed alphabetical monster identifiers to be able to count past ZZ
  • Fixed edge case that caused statues not to remove poison trail if they die to an explosion on the turn they walk into poison
  • Fixed memory error that could occasionally cause crashes when moving a selection in the editor
  • Fixed room replay rapidly skipping turns in some cases when switching from real time to constant speed playback
  • Fixed being able to repeatedly activate goal star by holding a wait input
  • Previewing a room no longer causes the sidebar move count to show a value of 0
  • Fixed several incorrectly handled edge cases when previewing rooms or interacting with the replay system while viewing the game-end summary screen
  • Fixed possible save data inconsistency when exiting single room mode via waypoint travel
  • Fixed an edge case causing incorrect sorting of rooms by clear order on game-end summary screen
  • Fixed inconsistent mouse click detection on game-end summary screen
  • Fixed room initial state not drawing Leaf's entry position in a newly-cleared-but-not-exited room
Graphical:
  • Added bomb bug fleeing animation
  • Changed wiring highlight colors. Lines from affected mechanisms to the switches that controls them are now a more distinct color from lines going in the other direction.
  • Mechanisms wired to their own tile now show a unique symbol when moused over
  • Fixed off-by-one-pixel issues with wiring overlays
  • Fixed incorrect auto-tile priority for hot coals northward protrusion, which caused it to show up on top of walls
  • Added auto-tile rounded corner transitions between space and other tiles
  • Fixed some incomplete auto-tile corner transitions between sky/cloud and other tiles
  • Added animations for toggle doors/floors that both open and close on the same turn
  • Reverted a change from 1.0.10 that made keys invisible while over pits, despite still existing; keys now remain visible and floating
  • Added an animation for attempting to travel to a blocked waypoint
  • Added highlight to waypoint menu to show the exact location being traveled to, in case of multiple waypoints close to each other making the center hard to distinguish
  • Added extra highlight around the current item in game-end summary room time graph
  • Mechanism wiring overlays are now drawn on top of all target tile highlights, instead of being inconsistently intermixed
Audio:
  • Fixed reset sound playing at double volume when using the room reset button during replay playback
  • Fixed win game sound playing at very high volume when restoring to the end of a replay that steps on the goal star
Editor:
  • Fixed incorrect displayed player elevation when choosing a start position on top of a tile stack
  • Fixed being able to place the player start position out of bounds when testing a room with sidebar layout set to put room title on the bottom
  • When placing pit trapdoors, the surrounding floor tiles are examined for an appropriate pit type to put underneath instead of always defaulting to pit
Journal:
  • Added entry for angry eye dying on poison
Controls:
  • Adjusted gamepad analog trigger sensitivity, requiring much more pressure on triggers to activate actions, in order to reduce accidental presses

[ 2024-10-16 20:07:55 CET ] [Original Post]

Minimum Setup

  • Memory: 512 MB RAM
  • Graphics: OpenGL version 3.2
  • Storage: 8 MB available space
  • Memory: 512 MB RAM
  • Recommended Setup

    • Graphics: OpenGL version 3.2 or later
    • Storage: 8 MB available space
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