




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
After combing through feedback from players, we've revamped the way we introduce new enemies. Now, every 'advanced enemy' is introduced with a specialized popup that helps the player understand the challenge the present. In testing, this made the new player experience much smoother, so we're excited to bring it live. Similarly, we found that new abilities were being unlocked too slowly for most players. To speed this up, we've doubled the number of new abilities the player sees when they complete a level. In internal testing, this has let new players get to the interesting decisions of how to put together a good ability set quicker and made the learning process much more fun. We've also made updates to some of our UI, in particular we found that there was room for improvement in the lore display. Our art team reworked the interface and it's now much easier to understand, and looks much better. The text descriptions of abilities have been improved to make them easier to read and clearer, as well as fixing some inconsistencies in the way it was written.
New Features: - Guantlent mode music changes every 10-20 levels. - Guantlent mode unlocks sooner in main story - This is a really cool mode and we want players who are excited by the true roguelike version to have access sooner. - Tutorial updated to help with a few things we heard players were misunderstanding. - Early levels have been shortened up - Players are figuring out how to play the game faster than we expected, and they don't need as much time in the tutorial section before getting to the complex stuff. Balance Changes: - Starting health has been decreased - We found that the generous health pool players started with meant that there were rarely consequences for anything, which makes the game get old fast. - Ice shard cooldown increase (Was too good at previous cooldown so there was no reason to use other ice abilities) - Scorched earth cooldown increase and damage decrease (This ability was frequently the only one a player would use because it was just too strong) - Snowball cooldown reduced as tiers go on
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