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A "small" update with a decent tutorial that explain the mecanics and the lore, since next update will take a lot of time due to my bachelor thesis, it's better for new players.
Endless mode
When you finish last boss, you can continue to play with harder enemies each loops with some modifications:
- No color shards but will change later
- Weapon rarity increase by 1 fortress per loops (rarity is based on the next fortress)
- Enemies health is increased exponentially by the number of loops
- Enemies armor is increased by the number of loops
Final boss
The Monarch, the final boss has been added but he's not final for the game itself since he will have different versions based on each colors, but it's better than having the same 2 yellow bosses looping.
Added
- A lot of new musics
- Drop button in inventory to drop an item
- New epic relic Pain -> gain 1/1.5/2.5% critical chance every hit taken
- New rare relic Metronome -> Projectile range fluctuate between -25/20/10% and 25/35/50%
- New pattern for Thunder Incarnation boss
- Add particle effects for projectile and ray that apply an effect
- A start message
- Enemy armor is now displayed
- Rewards multiplier is now displayed on doors
Fixs/Improvements
- Glue relics was not working
- Aoe master translations are better
- Aoe range was not updated with aoe
- Improve how homing works, it will always try to get a new target
- Improve feedbacks
- Weapons encounter will not be the same as the player has now
- Fix Thorny and Thunder hearts when getting a damage
- Improved how homing works
- Improve altar menu look
- Change the design of the gold coin
- Armor stats of enemies were not increased correctly for each fortresses
- Complete revamp of weapon displayer to gain space and clarity
- Projectiles that turn around player (or other elements) will now have equal angle offset from each one
- Fix Splitter relic range activation
- Rubber relic was giving an additional bounce
- Globally improve a lot enemy patterns
- In some rare cases, samura ability was not working
- Complete change of Thunder Knight ally patterns and increase his max health as well as armor
- Public Enemy relic was not working when an enemy was falling
- Falling projectile were bouncing infinitely
- Compression relic now supports rays
- Musics was stopped for unknown reason sometimes
- Prevent duplicators from duplicate themselves
Balancing
- Cap max health ratio used by Absolute Control, multiplier are applied after (if you send an enemy to another going in the opposite direction, damage are increased)
- Increase damage from Sword weapon from 35-45 to 45-55
- Nerf Golden Shotgun weapon from 1.5 APS to 1 APS, reduce his range and his APS is now increase with gold
- Increase angular speed from Mind Eye relic from 3/5/10 to 5/10/20
- Increase base angular speed for players from 5 to 15
- Nerf Discharge Load relic by adding a chance to trigger it by 5/10/20%
- Change rarity of Firestorm relic from legendary to epic
- Change rarity of Compression relic from epic to legendary
- Reduce projectile lifetime by 70% for Compression, Splitter and Unstable Projectile relics
- On Holy Cross weapon, reduce chance to apply holy from 30% to 10% and reduce his range by 30%
- On Bubble Shot relic, reduce max bubble per second from 10 to 3
- Nerf Rubber relic by changing his rarity from epic to legendary and having only one level
- Nerf Fire Head relic by reducing the number of explosive skulls from 3/5/9 to 3/4/6
- Nerf Critical Life relic by reducing critical chance from 2/4/8% to 1/2/4%
- Nerf Toxic relic by reducing chance to apply from 30/50/80% to 10/15/20% and effects applied from 1/2/3 to 1/1/2
- Minimum damage inflicted to an enemy is 3 instead of 1
- Projectile of Pink Blossom Katana now doesn't pass through walls and is way bigger
- Enemies have more logical armor assignement
- Now only soul swords created by Soul Forger passive will ignore armor instead of all
- Ice spikes created by Glacial Waves passive ignore armor
- Nerf Critical Curse relic, reducing critical chance from 5/15/30% to 5/10/20%
- Add a cooldown for stars spawned from Star Dance passive of 0.3s
- Prevent Absolute Control ability to do critical damages
[ 2025-02-19 14:58:05 CET ] [ Original post ]
The update rate will slow down a lot until july 2025 because I'm starting my bachelor (which will be a game like Noita, combining spells to create exclusive behaviors). Next update, I will test to add a new power that will make the game more unique and strategic for each colors.
v0.4.2 - Tag system, Relics & Weapons
Major changes
- Add the tag system, that makes some relics only available if the player has something usable with. Eg: the player need to do aoe for a relic that boost aoe to appear
- Enlarge the corridor to the backroom and bring closer the things in these rooms
- Change the hub, more space and a river
Added 45 New Relics
- 6 commons
- 14 rares
- 11 epics
- 6 legendaries
- 8 boss
Added 5 New Weapons
- 1 rare
- 2 epics
- 2 exclusives
Piercing and Bouncing shots refactor
Now piercing and bouncing are not longer illimited, weapons and relics have changed according to this change
Homing change
Now homing will seek a new target within a range and will not target the same one so it can pass from each ones easily
Stats
- Added dodge chance and summon dodge chance: have a chance to dodge a hit, cooldown of 3s
Balancing
- Nerf Star Dance relic, speed bonus is decreased from 0.5% to 0.3% and star damage from 2% to 1% per star fragments
- Increase chance to get legendary relics from 3% to 4% and decrease rare relics from 30% to 29%
- Decrease APS of Volcano Scepter weapon from 0.8 to 0.5
- Thunder mage elite was supposed to have a passive, it's now correctly applied
- Mini refactor of Soul Forger relic: 16 -> 5 max soul swords but increase by 1 for every elite killed and 2 for boss with no limit
- Decrease max lifetime of Prismatic Light Tome weapon from 2s to 1s
- Reduce bonus from Chakram Scepter weapon from 200% to 100%
- Reduce max damage from Dragonic Scepter weapon from 300 to 230 and aoe from it divided by 2
- Nerf Energy Attacker relic, reducing attacks from 2/2/3/3/4-5/7/9/11/13 to 1/1/2/2/3-3/5/7/9/11
- Nerf Snowball Effect relic, reducing bonus from 200/225/250/275/350% to 100/120/140/160/200%
- Nerf Blizzard ability, reduce number of shoots, damage and chance to apply frost burn
- Nerf Thunder Dash boss relic, instead of thundering 3 enemies, thunder 1 to 3 enemies
- Shell Scepter weapon now gain angular speed each levels and really have homing
- Remove chance to spawn stars from aoe in Star Dance relic of the Astromancer
- Reduce star damage per fortress from 15 to 10 for **Starry Trail** relic and from 12 to 5 for **Star Dance** relic of the Astromancer
- Nerf late meter to travel of Starry Trail relic but improve early from 10/9/8/7/5m to 8.5/8/7.5/7/6m
Quality of life
- Add to the description of Energy Attacker relic that the number of shoot depends on the attack speed
- Stop time when changing weapon
- Improve event system
- Added slash animation for every hit down with Shadow Sneak active ability of the Samura
- Thunder Incarnation boss now stop their thunder while dying
- Reduce particles when shooting by 50%
- Reduce A LOT the lags due to lights
Fixs
- The color hearts (thundering and thorny) were disabling their immunity upon any damage for the room
- Rubber relic was still given shields
- Growing Projectile only gave bonus to the first projectile hit per unique enemies instead of all projectile, added a limit of 10 times
- Projectiles that have bouncing and pass through walls will now not bounce
- Pink Blossom Katana was creating too much petals
- Final damages were very wrongly calculated, making absurd amount of damage with only some bonus
[ 2024-12-15 14:36:22 CET ] [ Original post ]
Last time I said I will start adding more relics and stuff, but I needed to make some improvements first, so this is for the next update instead.
v0.4.1 - Refactors & Improvements
Major changes
- Change all keyboard/mouse icons to my own in pixel art
Astro refactor
I was not satisfied with the kit of the astro, it was weird, so I make some changes. First passive:
- Remove the homing chance
- Instead of spawning star on the player, spawn them on the nearest enemy
- When a star hit an enemy, it has a 5/7/9/11/15% chance to spawn a Star Fragment, that will be collected by the player
- For each Star Fragment, it increase by 0.5% the speed, by 2% the damage of stars and has a chance to spawn stars when hitting enemies
- Lost 85/80/75/70/50% of the Star Fragment when leaving a fortress
Samura refactor
I made his active ability do a fast dash to the mouse position, hitting any crossed enemies using the main weapon and decreasing the cooldown by 5% per hits And I changed the second passive to shoot around the player at the end of a dash
Trails
Make trails independent from projectile and can be applied everywhere. They didn't disappear instantly when a projectile hit and stay until all the trace is finished. All trails have been improved to look better, like the one for the Soul Sword projectile.
Color Aura and the impact of color
Make each fortress be able to force their color into all objects, the impact is reduced every floor clear. The color aura around the player restitute the original color of all objects around him, repelling the fortress color. The color catalyser now really absorb the color of the room and need to have color in the room to be activated
Refactor color hearts
I added the Thundering Heart and remake the Thorny Heart to give unique bonus and consume ability Thundering Heart make you immune to thunder and give a buff when you touch one, gain a passive 30% speed Thorny Heart make you immune to poison pools (will be in future green color) and give a buff when you touch one, gain a passive 30% refire
Modifiers
- Added Elite Apocalypse: spawn all the color elite in the room but increase a lot the loot
- Added Gold Hour: killed enemies drop a coin (90%) or a tiny bag of 5 golds (10%)
- Added King Legacy: a really rare modifier that give a lot of good stuff
- Added Sacrificial Altar: you can sacrifice your hearts to gain rare items
Relics
- Removing Emotional Outburst
- Added Outburst: Increase by 15/25/40% Aoe Damage and by 5/10/20% Aoe Critical Chance
- Added Overgrown: Increase by 15/25/40% Aoe Range and by 5/8/15% Aoe Refire
Weapons
- Bring back the legendary Volcano Staff, it's not using a ray anymore but launch fire balls from the sky
- Refactor the epic Pink Blossom Katana, it launch a lot more petals and the damage have been divided by 2
Collectibles
- Added Free Ticket: Make a shop item free
- Added Discount: Apply a discount on all shop items
- Added Duplicator: Duplicate all items on the ground, including weapons
- Added Fortune: Double all your golds
Stats
- Added Aoe Critical Chance
- Added Aoe Refire: chance to trigger again the aoe
Balancing
- Improve prediction of the player for enemies
- Increase yellow color infused level 4 from 30% to 50% bonus in thunder damage & radius
- Reduce base Critical Damage from 100% to 50%
- Increase base Critical Chance from 3% to 5%
Quality of life
- Improve looks of chests
- Change icon of merchant
- Adjust text placement of modifiers on doors
- Change the weight of items in shop and treasure chests
- Display more unique colors when ability is recovering, ready or in use
- Lock mouse into the game
Fixs
- Fix the position of boss rewards
- Qi Sword weapon use the wrong number of projectile (2 instead of 1)
- Projectile that create an aoe on hit were applying stat boosting twice
- Fix how color infused work, a mess
- Fix bouncing comportment (often blocked in walls)
- In some case, the items spawn by treasure chest was blocking the opening of doors
- Bonus crates were not dropping an item with 100% chance sometimes
- 1st passive of Pyromancer was not applying burn with ray weapons
- Souls swords were not spawning on the start room for Soul Reaper character
- Him class was making the game crash when you have only 2 characters unlocked
[ 2024-11-08 14:21:17 CET ] [ Original post ]
v0.4.0 - Hotfix & Improvements
Fixs
- Fix weapon merchant
- Fix projectile speed bonus with falling projectiles
- Boss reward were limited to 1 max
- Fix base color on passive locked
- Fix homing with custom trajectory and falling projectiles
- Loot chance from room modifier were not added correctly
- Fix growing rays with Unstable Projectile relic
Improvements
- Remove the possibility to have some bad modifier in the start room
- Remove elite that can spawn with boss and instead, allowed boss room to have theses modifier by default
- Block doors until you open at least one time the relic selector reward
- Increase room modifier text size and improve icons for them
- Prevent flame tile from spawning near rewards (hidden them)
- Align door physic collider with the one on the walls
- Highlight level of weapon when upgrading them
- Rename Detonate active ability of Pyromancer to Kaboom and improve a lot the description
- Reduce speed of thunder balls sent by the thunder mage elite
- Add feedback when active ability is available, on the cursor and on the image on the bottom-right of the screen
- Improve treasure chest skin
- Add a background to some text to improve the read
- Move room modifier on the left door, to the left of it
- Make stars of Starry Trail relic (1st passive of astromancer) falls on the future position of the player instead of the actual
- Increase size of flasks
Changes
- Change Prismatic Light Tome weapon from a static projectile to a launched projectile and reduce the ray length
- Change Shadow Scythe weapon from a straight boomerang trajectory to a circular one
[ 2024-10-14 22:48:13 CET ] [ Original post ]
v0.4.0
Major changes
Merchant
- Work like the elite room, it can spawn in any room (except start and boss), available at the top of the room when it's clear
- Give 5 items to buy
- You can reroll the items (price increase each time) and start price scale with fortress number
- The shop keeper sell sometimes an exotic item, that would be only available in other fortress normally
Room Modifier System
This is a system that add content to a room without changing the reward, it can increase it or make the enemies stronger
- Modifiers that increase the loot have a chest icon
- Modifers that increase the difficulty have a death skull
Snowman Refactor
I changed his ability from:
- A big snowball send in the direction of mouse, creating a giant frost explosion on hit To:
- Make frost shard fall around the mouse for 3s (can be increase by various stats), creating a lot of small frost explosions
- Rely more on frost burn effect than pure damage
- ... ice spikes deals 5/8/11/14/20 damages To:
- ... ice spikes deals 10/13/16/19/25 damages
Samura Refactor
I changed the side effect of the active ability from boosting stats to:
- Shoot around the player, the number of shots depends on the APS
- On dash, the next 3/4/5/6/7 shots will do a critical hit
Modifiers added
- Merchant
- Weapon Merchant
- Curse: Spawn thunder on the player regularly (has 3 modes)
- Horde: Double the normal enemies and change them to a single type
- Treasure: Spawn 1 to 3 chest with a rare item inside, can be increase by going against strong enemies
Collectibles added
- Relic Upgrader: Upgrade a relic you own
- Weapon Upgrader: Increase the level of the weapon by 1/3/5/7/10, depend on the rarity
Balancing
- Increase relic of yellow altar tier 2, gain 3 -> 5 golds on room clear
- Increase damage of Katana weapon from 20-40 to 30-50
- Increase Soul Sword speed by 50%
- Decrease bonus projectile size and speed from Soul Cycle (2nd passive of Soul Reaper) from 150% to 75%
- Nerf thunder damage from 100 to 75
- Heart Drinker relic will now only drop half red heart and half shield
- Unstable Projectile relic now apply things like homing from the original projectile
- Decrease APS of Shadow Scythe weapon from 1.5 to 1
- Increase chance of applying shadow curse for Shadow Scythe weapon from 15% to 30%
- Buff Charged Ability yellow relic from thunder targeting near enemies to thunder falling upon all enemies
- Buff Repeater relic from 5/15/30% to 10/20/35% chance of refire
- Decrease damage of Shell Staff weapon from 75-100 to 40-60 and reduce APS from 3 to 2
- Decrease damage of Cosmic Ray weapon from 200-250 to 100-130
Double shots relic
- Add a 20/50/80% chance to make the shot critical when refiring
- Decrease chance to refire from 15/35/70% to 10/25/40%
Qi Sword weapon
- Decrease damage from 110-140 to 55-75
- Increase damage by 10% per meter without hit any enemies
- Increase projectile speed by 20% per unique enemies hit
- Decrease projectile lifetime from 30s to 10s
- Decrease projectile speed from 20 to 15
- Allow additional projectiles from refire or projectile stat
Quality of life
- Change gold reward to give a lot of different coins
- Change how gold gain work to still gain bonus gold with amounts like 1 gold
- Add current version number to main menu
- Make color flask usable in fight and freeze the time
- Weapons found will be first the one player haven't discovered yet
- Redesign some old projectiles
- Remove lights from some projectiles (will reduce lags)
- Enemy taken by Absolute Control ability can now take damage from player
- New icon
- Added the future skill tree in the hub (only visual for now)
- Changed how projectile speed work (so souls sword and some other projs are fixed now)
Bug fixs
- Stat displayed on the left were displaying a change even with a 0% difference
- Execution bar was displayed on allies
- Relics displayed by relic selector were not centered on screens other than 16:9
- Fix the third level yellow color when infused in a weapon
- Rays were not given stats correctly
Next
Major things
Add a system of "tag" for relics, weapons and active abilities, in order to only show relics that can be use by your current build. Then, add A LOT of new relics, like I have listed more than 130 relics, I want to add a lot of them. And, if I have time, some new weapons as well as the refactor of bounce and pierce.
Minor things
I'm planning to add more collectible (I was a bit late for this update) and some other room modifiers. Also, refactor the samura like I wanted (but it takes some time to do it properly)
[ 2024-10-10 16:51:33 CET ] [ Original post ]
v0.3.1 Hotfix
Fixs
- Improve some translations
- Fix stats given by Critical Time relic
- Fix confirmation window when deleting a save
- Fix decoration that spawn on torch
- Fix thunder damage done by enemies
- Fix that pots can drop rune in some conditions
- Fix effects that cannot affect the player for some reason
Quality of life
- Make altar relics visible in relics menu
- Increase size and change color of relic menu hint
Other
- Increase dummy health in the hub
[ 2024-09-27 12:31:04 CET ] [ Original post ]
v0.3.1
Major changes
- Added credits to main menu
- Buff Soul Reaper class by various ways
- Change Blue Heart to Shield (more logic)
- Add stat Execution Rate and display rate on enemy life bar (Divided by 4 for bosses)
- Add Shadow Curse effect (give 2.5% execution rate per stack, max 10 stacks), applied by Shadow Scythe
- Change the whole ui windows to something more clear, rp and cool
Balancing
Soul Reaper Class
- Increase health by one shield
Small Scythe Weapon:
- Make projectile increase his size and damage over time
- Become 1 hand instead of 2 hands
Soul Cycle Relic (2nd passive of Soul Reaper)
- Increase with Projectile Range stat the radius within you have to be from enemies to gain bonus
A Better World Relic (2nd passive of Pyromancer)
- Change effect from: Give global total damage every time an enemy is burnt
- To: Increase damage dealt to enemies for every stack of burn they have
Executioner
- Remove health drop
- Increase executioner rate from 10/12/15% to 10/16/30%
Shadow Scythe
- Decrease damage from 75-90 to 50-65
- Decrease APS from 2 to 1.5
- Add 15% chance to apply Shadow Curse for 3s
Frost Burn effect
- Change damage formula from: 15 damage per stacks every 0.25s (too op)
- To: Exponential damage over time per stack -> (1 + Total duration / 2) x Stacks and add a -5% speed per stacks
Loot from decoration
Pots
- Increase chance to get 1 coin from 1% to 2%
- Add a 1% chance to get an half shield
Regular boxes
- Increase chance to get a rune from 1% to 2%
- Add a 3% chance to get an half shield
Bonus boxes
- Reduce chance to get a rune from 80% to 60%
- Add a 20% chance to get a full shield
Quality of life
- Replace fx particle used by weapons found by the new Sparkle
- Explosion from Detonation active ability of Pyromancer now appear faster at a fixed time
- Change icon of available hand to nothing
- Add background to stat display on left when increasing a stat to see it more clearly
- Indicate in the class when it cannot gain red heart
- Add more parts to monster corpse
- Add corpse for new monster (forget to add)
- Improve design of Spiky Scepter and change his name to match the new projectile
Bug fix
- At high APS, weapons were not shooting at correct speed
- Remove pickup text on empty weapon slot
- Prevent dashing when inside a menu
- Enemy projectiles are now correctly stopped by flambo
Other
- Renamed Special Ability to Active Ability
- Renamed Dash in french to Rue
- Remove X icon in change weapon menu
[ 2024-09-24 21:20:27 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
Play as a hero who wants to restore the lost color to his world.
Color is the embodiment of power, every king has his own fortress, watched over by the Supreme Monarch in his great tower, always on the lookout for domination.
Fight with the help of 7 unique characters !
Enter the Yellow Fortress (currently the only available one) and eliminate the Yellow King's henchmen !
Find 1 or 2-handed weapons with different levels of rarity !
Find exclusive weapons !
Infuse color essence into weapons to grant them unique powers !
Collect relics with unique powers to fit your playstyle !
Finally, fight the Yellow King to unlock an even more powerful power !
Upgrade your characters outside combats in the camp !
Unlock color based powers that can be changed any time at camp !
Content:
7 different classes
38 weapons available
27 normal relics
9 yellow relics
The game is still in development, there are a few things missing:
There are no merchants yet, some relics use gold
The 5 other colours (green is almost finished)
The final boss (the Monarch)
Game developed solo since March 2023, started as a student project at SAE geneva
- OS: Any
- Processor: Dual Core 2.00GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 520
- Storage: 1 GB available space
- OS: Any
- Processor: i5Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GTX 660
- Storage: 1 GB available space
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