Key Features
- Rogue-lite gameplay - Challenging difficulty, multiple ways to power-up Seika, featuring procedurally generated underwater caves.
- 15+ items
- 15+ enemies/bosses
- 4 unique levels
- 3 abilities
- 4 permanent powerup paths
So I've been taking some time to plan out and redesign a few things. On the backend I've been testing out new content and will add more once 0.7.x is released. In the mean time, I thought it would be a good idea to patch 0.6.x since I've fixed a few bugs and added a few changes.
In 0.6.8 Seika starts with a chargeable projectile attack. Previously the harp item gave Seika the projectile ability, but I thought it would be better to be in inherent ability instead and have the harp argument the charge speed.
I've also added a new dash attack for Seika. This mechanic isn't fully complete as I'll add more tie ins to it as well as an introduction to how it works in game. I won't advertise it until it's complete, but you can test it by dashing against an enemy an hitting the dash/dodge button again. This also recharges Seika's projectile attack.
Other than that, I've been doing some refactoring. I've stumbled across a few bugs and fixed those as well. New items and content will be in 0.7.x before Christmas!
Changes:
- Seika now starts with chargeable projectile.
- Added turbo attack. (WIP)
- Bug fixes
Minimum Setup
- OS: Linux Kernel 4.0. Mesa 12. X11 7 (or above)
- Processor: Single CoreMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: OpenGL 3.0
- Storage: 512 MB available space
Recommended Setup
- OS: Linux Kernel 4.0. Mesa 12. X11 7 (or above)
- Processor: Dual CoreMemory: 512 MB RAM
- Graphics: OpenGL 3.0
- Storage: 512 MB available space
[ 6463 ]
[ 1696 ]
[ 1975 ]