Update log
Full FIGHT-QUEST update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- UI and audio
- Events
- Performance
- Balance
- Fixes
First, a serious thank you for 50,000 wishlists!!! FIGHT-QUEST is my first game, and it started out as a way to teach myself game development / coding. I wasn't expecting it to change my life, but here we are. I genuinely can't thank you all enough for wishlisting and making this all possible!
Development of the full game is well underway. I'm often working 12 hour days because I want to get the full version to you all as soon as possible. An incredibly talented developer (Nate Larson) has joined me to co-develop the rest of the game, and he's really helped speed things up. We're aiming for an October release.
I've just updated the demo. It contains some new content, but it's primarily "under the hood" optimizations, changes, and fixes. As much as I'd love to add all the fun new stuff we've been working on to the demo for free, I've gone too many years as a starving artist. I'd like to eat some food now. You can expect it to be priced very reasonably, like other games in the "Survivors-like" genre.
For sneak peaks of the real game, you can join the FIGHT-QUEST Discord (I posted footage of the kick the other day). I'm more excited than ever about how FIGHT-QUEST is coming together, and can't wait to share more soon.
UPDATES
ARMORED ENEMIES: Enemies now support armored variants. Lightly armored Gnome and Buffome for the demo
CONTROLLER SUPPORT: Full controller button rebinds and UI visuals
NEW SONG: Main Theme (An original dynamic song by Rocky Hutchins)
TREASURE CHESTS: A reward for collecting all Runes
Overhauled settings. More performance options and better visuals.
Overhauled ground slam. New animation and effects
Overhauled enemy logic. Enemies behave more intelligently
Updated a lot of stupid stuff I did when I didn't know anything about game dev
Updated "The Blue Flowers" secret to be 100x easier to discover
Updated damage numbers so they stay in the air longer
Updated spells to track the player fiercely if bouncing on a mushroom
Updated potion to move like real liquid
Updated leaderboard to work without maintenance
Updated enemy cap to 75 (higher in the full game)
Updated all enemies to be more dangerous at close range. Unmanaged hordes quickly become lethal
Updated "The Chariot" rarity to "Rare"
Updated water VFX
Updated punch SFX to be a bit beefier
Updated Buffome to look at you while you’re in the air
Updated Leonard Limp (demon in depths) with remastered visuals
Updated enemy spawn system
+ Added Punchable Upgrade selection
+ Added slight lean added when strafing
+ Added enemy knockback
+ Added new fairy dialogue bubbles
- Removed extraction mechanic. Collected coins are now always saved
Optimized later rounds to prevent the extreme performance issues.
Optimized potion and coin drops
Optimized enemy performance
Optimized system for grass, trees, plants, etc.
Fixed Runes spawning and appearing blank after collecting all Runes
Fixed windowed / windowed fullscreen mode
Fixed bug that happened if you talked to the Fae immediately the first time they spawn
Fixed level 2 and 3 for "The Brute" not increasing damage
Fixed incorrect description for "The Fire Keeper"
Fixed some RunkleVock (Wizard) dialogue volume and attenuation
Fixed spell projectile moving during upgrade sequence
Fixed "A Time to Cut" bug which could cause it to never activate
Fixed Ground Slam being executable twice in arow
Fixed Ground Slam causing an awkward loop when executed on a mushroom
Fixed Frog Wiz immunity to Ground Slam damage
Fixed inactive hand being visible while
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