Full notes
Full Berserker's Descent update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
Berserker's Descent changes
Patch Notes
I’m glad people are liking Berserker’s Descent, but the game is a LOT harder than I thought it was, and where I want it to be. so this update should smooth some of the edges out a bit. There’s no real “content” here, since I’ve been working on a new game, but I still might add stuff in the future!
Made it much easier to jump over Rampage Phantom’s basic attack and “Phase Slash.”
Made it much easier to jump over Giant Amalgam’s Triple Spikes attack.
Triple Spikes damage down to 30 from 35.
Giant Amalgam’s “homing orb” was made much slower and more predictable, but lasts twice as long. (This should be easier AND more interesting)
Reduced the damage of environmental spikes to 20 from 30.
Reduced the damage of Eye Lazers to 25 from 35.
Reduced the damage of Magic Arrows (in platforming sections) to 20 from 30.
Reduced the damage of Axes and Magic Axes to 30 from 35.
Reduced the damage of Neo Malphas and Armor Malphas (“leaping bird guys”)to 35 from 40.
Added 10 more frames in between the Mage Goo’s two waves of Magic Axes. The startup and recovery are the same. The waves should be more spaced out and easy to dodge, and you’ll have more time to interrupt them after the first wave.
Marchosias (“dog guys”) attack gained 4 more recovery frames so it’s easier to punish them or get away.
The most important changes, in my opinion, are the changes to Giant Amalgam and Rampage Phantom, and the platforming damage changes. I designed the game around guarding and rolling being central to your strategy. With that in mind, the Giant Amalgam and Rampage Phantom had attacks specifically designed to hit you out of the air and force you to guard/roll, but I feel like most players probably ignore those actions and really just want to jump out of danger early on. Guarding and rolling are still extremely strong defensive options, and basically necessary in the end game, but those bosses might be too early to force people to use actions they're not used to yet. And the platforming is just harder than I thought it was. I want players to die in combat, not to messing up a jump. So it'll still feel the same, but end your runs less often.
Big congratulations to “ Thekickingturtle ” and “ American Beetle ” for being the only two people to beat the game at its hardest!
Thank you all for playing! I want to see some more clears in the leaderboard now, all right? Don't let me down ;)
Source
Changelog.gg summarizes and formats this update. How we read updates.
