Its been a while since my last update so I thought I best let you all know where we are. What the hell have I been doing for the last 3 months? So so much...
In this update1
Full notes
Full Smash Dungeon update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition6 changes0 removals
Balance
Gameplay
changedWhat the hell have I been doing for the last 3 months?Weapon Boosts While play testing I noticed how damn hard it was. When you have hordes of enemies coming at you a hit a run tactic didn't help. So I made the weapon boosts last for an entire encounter and also made them stack-able.
changedWhat the hell have I been doing for the last 3 months?This means you can leave a couple of power-ups scattered around the dungeon then collect and activate them before an encounter and they will last until the encounter finishes. Each weapon boost has 3 levels too so if you find 3 chain lightning power ups and activate them before an encounter then you have level 3 chain lightning. The effects of the weapon boosts stacked and multiplied can be quite devastating.
changedWhat the hell have I been doing for the last 3 months?More Passive Items The changes to weapon boosts opened an opportunity to introduce a few more items to take advantage of the change in game mechanic so there are a few more unique items to find which can help you along.
changedWhat the hell have I been doing for the last 3 months?Archer Boosts The archer has been a tricky one to get right. Being a ranged unit gives you a massive advantage so to balance that the arrows don't hurt as much as melee, but having to fire hundreds of arrows in to a boss to down him gets a bit tedious and also I hadn't tackled the weapon boosts for the archer.
addedWhat the hell have I been doing for the last 3 months?Thankfully it feels like tackling the weapon boosts has given the archer a new lease of life and while the slash boost will provide a slash wave for melee weapons, it will instead fire multiple arrows for the archer. This combined with knock-back and chained lightning gives a great boost to the archer.
changedWhat the hell have I been doing for the last 3 months?Boss Improvements Play testing also highlighted a number of issues with the bosses.
Smash Dungeon changes
changedWeapon Boosts While play testing I noticed how damn hard it was. When you have hordes of enemies coming at you a hit a run tactic didn't help. So I made the weapon boosts last for an entire encounter and also made them stack-able.
changedThis means you can leave a couple of power-ups scattered around the dungeon then collect and activate them before an encounter and they will last until the encounter finishes. Each weapon boost has 3 levels too so if you find 3 chain lightning power ups and activate them before an encounter then you have level 3 chain lightning. The effects of the weapon boosts stacked and multiplied can be quite devastating.
changedMore Passive Items The changes to weapon boosts opened an opportunity to introduce a few more items to take advantage of the change in game mechanic so there are a few more unique items to find which can help you along.
changedArcher Boosts The archer has been a tricky one to get right. Being a ranged unit gives you a massive advantage so to balance that the arrows don't hurt as much as melee, but having to fire hundreds of arrows in to a boss to down him gets a bit tedious and also I hadn't tackled the weapon boosts for the archer.
addedThankfully it feels like tackling the weapon boosts has given the archer a new lease of life and while the slash boost will provide a slash wave for melee weapons, it will instead fire multiple arrows for the archer. This combined with knock-back and chained lightning gives a great boost to the archer.
Its been a while since my last update so I thought I best let you all know where we are.
What the hell have I been doing for the last 3 months?
So so much...
Weapon Boosts While play testing I noticed how damn hard it was. When you have hordes of enemies coming at you a hit a run tactic didn't help. So I made the weapon boosts last for an entire encounter and also made them stack-able.
This means you can leave a couple of power-ups scattered around the dungeon then collect and activate them before an encounter and they will last until the encounter finishes. Each weapon boost has 3 levels too so if you find 3 chain lightning power ups and activate them before an encounter then you have level 3 chain lightning. The effects of the weapon boosts stacked and multiplied can be quite devastating.
More Passive Items The changes to weapon boosts opened an opportunity to introduce a few more items to take advantage of the change in game mechanic so there are a few more unique items to find which can help you along.
Archer Boosts The archer has been a tricky one to get right. Being a ranged unit gives you a massive advantage so to balance that the arrows don't hurt as much as melee, but having to fire hundreds of arrows in to a boss to down him gets a bit tedious and also I hadn't tackled the weapon boosts for the archer.
Thankfully it feels like tackling the weapon boosts has given the archer a new lease of life and while the slash boost will provide a slash wave for melee weapons, it will instead fire multiple arrows for the archer. This combined with knock-back and chained lightning gives a great boost to the archer.
Boss Improvements Play testing also highlighted a number of issues with the bosses.
So I've reworked the Weeper, Worm and Demon bosses, fixing a number of bugs and just generally making them ready for combat.
What's left to do? I have made two complete passes of everything and will be making a 3rd just to be sure that everything is OK which will hopefully be done by the end of November. I also have some testers lined up to do QA once the 3rd pass is done so its as bug free as possible.
The final fight level is still to do but I'm starting that NOW and expect to be done in a couple of weeks, at which point I'll post another update ːsteamhappyː
Thank You With the exception of the final boss level and some menu work I think its done. Its been a hell of a journey making this and for those of you who have stuck around I just want to say thank-you and I hope you have a lot of fun playing.
I'll be announcing an official final release date soon.