Lucia, 20191102
Big ol' update here.
Level design:
I'm scrapping the short, easy levels in favor of larger, randomly generated dungeons. You can control the size and enemy density of these dungeons in the menu screen. The other content in here has been put on the shelf to be re-introduced as a different dungeon type. Basically, the final game, if it actually happens, will be composed of a lot of randomly generated dungeons and such, interspersed with structured boss rooms and other things.
Game mechanics:
I've scrapped the old bottles of blood thing going on and completely changed how combat plays out. No longer do you die in one hit, instead I implemented a health and stamina system. There's no grace period when you're hit, and it can be extremely punishing as a result. This is intentional. The stamina system also makes sure that the most viable strategy for any given situation is no longer to simply spam attacks until the room is all blood. You're forced to attack wisely and parry more often. The introduction of the parry/block mechanic makes it that much more important to read your enemy's movements and react.
The whole game, as a result, is much more difficult but also much more engaging. Combat feels more balanced, fluid and fast-paced. Clearing a room full of enemies is extremely satisfying when you're now strafing around fireballs, stepping aside from incoming skeletons and parrying the others, waiting for the right window to line up an attack to take out multiple enemies at once.
Graphics update:
The orange bricks were kinda ugly. They're grey now. Kinda dull, but effective. The skeletons and wizards have been resprited. Skeletons now have actual ribs and shoulderblades and such. Wizards now wear flowy red robes instead of... flat red robes.
Re: Myrna: https://www.youtube.com/watch?v=gloYhO_umww&t=47s
Myrna bought a new car and managed to lock herself inside. She can't get out. Press 8 to switch to her.
Enemy introduction: https://www.youtube.com/watch?v=yhu40xw3zXo
There's a ninja in here now. Each dungeon, over a certain size, has a chance to spawn up to two ninjas maximum. The ninja is one of the most fearsome and intelligent foes you'll face, despite only having three hitpoints.
The ninja will:
- Hide in the dark, only becoming visible when they're ready to engage. This means any suspiciously empty room might contain a ninja.
- Parry your attacks and immediately counterattack if you don't wait for an opening. This means you will be cut down if you rush into the fight.
- Attack up to three times in succession: they have an internal stamina counter of their own. This means they can stun-lock you and kill you in just a couple seconds. You have to be ready to either parry or dodge their attacks when they come.
- Vanish and end up somewhere else if other enemies interrupt the fight and you flee. They're not social and don't work well with others. This is a blessing.
- Strafe around you constantly during the fight, relying on footwork to dodge your attacks. It's decently effective.
Files
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VOTHES
It's like Zelda x Hotline Miami
Status | In development |
Author | BRAINOS |
Genre | Action |
Tags | 2D, Female Protagonist, Retro, Singleplayer, Spooky, Swords, Top-Down |
More posts
- DemoJan 17, 2024
- Lucia, progress report 20181029Oct 30, 2018
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