January Update - Fight Together
I've already uploaded a screenshot to the store page that shows the new layout of things, but there's been some modifications to the way it's played. One of the key aspects now is Dice roll persistence. When you or the boss defends, the rolled value persists on them until their next action. Any attack done against the opponent will act according to that stored value. If you roll the same value or less, your attack will do nothing, unless of course you do a manual attack. Manual attacking, now called Braving, is the same as before where you have to time your hits to do any damage. To do any damage at all you'll need to match more of your hits than how many of the enemy's you missed. For example: If you roll 4 and the enemy has a 3 roll on their defense, you'll have to time 4 of your hits and 3 of theres. If you match 3 of yours and 2 of theirs, you'll score 2 hits. If you match 2 of yours and 1 of theirs, your attack will be blocked. Matching all 3 of their hits will give you a clean shot at them. Going on with dice persistence, when you attack your dice roll will not persist, leaving your defense wide open. This works both ways, where if the boss attacks its defense is left wide open too. The AI is a bit more complex now, balancing who to attack and when to defend. It'll purposely attack allies who aren't defending, and it also has a slight preference to attack allies instead of the main character. Additionally, if you're holding "C" (default: Tab) when a party member becomes ready, they'll act according to AI as well that's teamwork oriented. So AI in boss combat is not just for the boss! Stacking modifiers onto the boss is no longer a mechanic, as the assistance of party members should be more than enough to compensate for it. Sacrificing to heal is still available, though. It should be noted as since sacrificing still costs items in battle, the amount is still relative to how many times you sacrificed in your dungeon run. AI execution also will never sacrifice, so if you need to heal someone, you'll need to do it manually.
There were a few other bugs found throughout testing the new combat system. As such, returning to the dungeon after a boss fight should be working a-okay now. Additionally, on deeper dungeons where there's a 100% chance of encountering lore, you will now actually encounter lore. In fact, before this update it was mechanically impossible to see any of the game's lore without using the cheat code in debug mode, so sorry about that! On top of that, I finally got around to fixing a logic bug with input, so now you can hold down a direction button to move in dungeons, instead of having to repeatedly click or press buttons. Feels good to have that back again, it's been almost a year since that was last possible.
Over on itch.io there's been a shareware version of the game available with limited features. A lot has happened in the steam version and I haven't gotten around to building a new version of the demo in quite some time. In order to encourage more people trying the game without having to buy it, the Demo will be available here on Steam as well, and it'll be updated to the latest build features. The itch.io versions will also be updated soon, too, for people who enjoy getting games through that platform. Thanks again for the feedback, bug reports, and supporting development with your purchase. Be sure to tell your friends, too, if you like the game. Enjoy the new features!
[ 2016-01-24 20:06:49 CET ] [ Original post ]
Hello again for yet another monthly update full of new features and bug fixes! Continuing on with the party system introduced with the last update, I've gone ahead and done what I said I was planning to do: Redesign the Boss Fight combat system.
Boss Fight Redesign
I've already uploaded a screenshot to the store page that shows the new layout of things, but there's been some modifications to the way it's played. One of the key aspects now is Dice roll persistence. When you or the boss defends, the rolled value persists on them until their next action. Any attack done against the opponent will act according to that stored value. If you roll the same value or less, your attack will do nothing, unless of course you do a manual attack. Manual attacking, now called Braving, is the same as before where you have to time your hits to do any damage. To do any damage at all you'll need to match more of your hits than how many of the enemy's you missed. For example: If you roll 4 and the enemy has a 3 roll on their defense, you'll have to time 4 of your hits and 3 of theres. If you match 3 of yours and 2 of theirs, you'll score 2 hits. If you match 2 of yours and 1 of theirs, your attack will be blocked. Matching all 3 of their hits will give you a clean shot at them. Going on with dice persistence, when you attack your dice roll will not persist, leaving your defense wide open. This works both ways, where if the boss attacks its defense is left wide open too. The AI is a bit more complex now, balancing who to attack and when to defend. It'll purposely attack allies who aren't defending, and it also has a slight preference to attack allies instead of the main character. Additionally, if you're holding "C" (default: Tab) when a party member becomes ready, they'll act according to AI as well that's teamwork oriented. So AI in boss combat is not just for the boss! Stacking modifiers onto the boss is no longer a mechanic, as the assistance of party members should be more than enough to compensate for it. Sacrificing to heal is still available, though. It should be noted as since sacrificing still costs items in battle, the amount is still relative to how many times you sacrificed in your dungeon run. AI execution also will never sacrifice, so if you need to heal someone, you'll need to do it manually.
Other fixes
There were a few other bugs found throughout testing the new combat system. As such, returning to the dungeon after a boss fight should be working a-okay now. Additionally, on deeper dungeons where there's a 100% chance of encountering lore, you will now actually encounter lore. In fact, before this update it was mechanically impossible to see any of the game's lore without using the cheat code in debug mode, so sorry about that! On top of that, I finally got around to fixing a logic bug with input, so now you can hold down a direction button to move in dungeons, instead of having to repeatedly click or press buttons. Feels good to have that back again, it's been almost a year since that was last possible.
Shareware/Demo version
Over on itch.io there's been a shareware version of the game available with limited features. A lot has happened in the steam version and I haven't gotten around to building a new version of the demo in quite some time. In order to encourage more people trying the game without having to buy it, the Demo will be available here on Steam as well, and it'll be updated to the latest build features. The itch.io versions will also be updated soon, too, for people who enjoy getting games through that platform. Thanks again for the feedback, bug reports, and supporting development with your purchase. Be sure to tell your friends, too, if you like the game. Enjoy the new features!
StoryMode - A Game About Crafting
Nicholas Hydock
Nicholas Hydock
2017-10-02
Indie Casual Singleplayer
Game News Posts 38
🎹🖱️Keyboard + Mouse
Mostly Positive
(18 reviews)
https://craft.luna.red
https://store.steampowered.com/app/386710 
The Game includes VR Support
[135.71 M]
Join our human adventurer on an adventure! Is this adventurer even a hero? Is he even actually an adventurer? Who cares? Not the Crafting Goddess Joann, apparently! All she wants is a slave to make crap for her, and that slave appears to be this poor soul. I guess now that he's been chosen by a trans-dimensional entity to do some kind of bidding he doesn't really have a choice of sorts.
At least there's some fun to be had as he traverses the dungeons generated from your old high-school reports and questionable images.
Wait a second, did I just say old high-school reports?! They have value now?
You sure bet!
You'll have to delve deep into your hard drive's dungeons to create the list of items the goddess has bestowed upon you to create. All the dungeons are randomly generated from the files that you select on your hard drive, with bigger files creating bigger dungeons, and different file types designating different kinds of loot you can find. Items, craftables, and monsters all have generated names with randomly selected comedic, and occasionally relatively offensive, adjectives attached. Even the requirements to make the crafted items are random! Who cares if any of this makes sense?!
At least there's some fun to be had as he traverses the dungeons generated from your old high-school reports and questionable images.
Wait a second, did I just say old high-school reports?! They have value now?
You sure bet!
You'll have to delve deep into your hard drive's dungeons to create the list of items the goddess has bestowed upon you to create. All the dungeons are randomly generated from the files that you select on your hard drive, with bigger files creating bigger dungeons, and different file types designating different kinds of loot you can find. Items, craftables, and monsters all have generated names with randomly selected comedic, and occasionally relatively offensive, adjectives attached. Even the requirements to make the crafted items are random! Who cares if any of this makes sense?!
Features
- Randomly generated dungeons based on your files
- Randomly generated items
- BOSS FIGHTS
- A cringe worthy story
- A not really fresh take on the genre
- Randomly generated quests
- Being able to play with one hand with a beer in the other
- an excessive amount of color!
- Randomly generated crafting recipes?
- A not try-hard personality
Spoiler Alert Ahead! You have been warned!
Storymode is a satirical homage to the Rogue genre, while being an easily accessible and ironic experience. Within minutes you can already be collecting tons of loot, exploring your hard drive, taking on quests, and dying. The game features practically no story, and it's crafting experience is no more than a glorified fetch quest. That said, there's still plenty to sink tons of time into, as it's a lightweight experience that's great for playing during a coffeebreak.MINIMAL SETUP
- OS: Ubuntu 14.04
- Processor: Intel i3-2350mMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.2 compatible graphics card
- Storage: 250 MB available space
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