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It was another productive week. Also I want to thank everyone who send motivating emails, messages on Discord, they really help
This week made the game more friendlier to newcomers, but at this point, I feel like I have to release the tutorial, even if it's not fully complete
With the new "All Items" and "All Monsters" sections, I feel like the Guide has become very useful, I find myself checking it all the time, started using the non-"Pro Mode"
Finally fully completed the "Information (i)" section, also made most of the item icons and references clickable, instead of rendering in-place of the old item, now these referenced items render as their own popups - It's not immediately noticeable, but the item sections have been enriched quite a bit
New damage type: Pure damage, Boo Boo's currently deal pure damage, going to reduce the variance of pure damage significantly, maybe make Fortitude apply against pure damage too
Idea for week 30: Fire/burn: 5% damage burn every second, Ice damage: Move+attack slow, Poison damage: Reduced healing, Lightning damage/struck: Damage while moving or attacking - Thinking of applying some of these ideas to monsters and skills, it'd make the Fiery weapons more useful, the % of burn chance will be low, but since the burn deals % damage, it will be significant - Going to re-visit Mana Burst too, add a % of lightning-struck state to it, possibly the full mana burst is going to cause it 100%
New Monsters: Fire Spirit and Poison Pom Pom - the new Pom Pom, "pppompom" poisons it's target with every attack, Porcupine moved to Desertland
Monsters with high attacks (currently >100) now attack and move a bit smarter, they keep on attacking even if they can't move and change course dynamically
Experimented with a roaming Dark Knight, definitely going to introduce the mechanic to the game, I might invest the time to add path finding monsters too, otherwise possible dungeon/raid like encounter scenarios end up being a bit dull
Jayson prepared many new armors, hats, hairdos, a guitar and a turtle shell as a backpack for testing. The cosmetics system feels more and more refined by the week. The only reason I haven't released the system yet is that I'm not sure whether a selective randomness is needed, for example, if your character is female, a hair bundle ideally should reward a female hair - however such a pre-selection might not always be preferable
The month-long update on Monday was very eventful, as #googledown prevented the deployment for 45 minutes - even still, love App Engine :)
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