DevLog #10 | An Update


Welcome everyone, we are working on a fast paced 2D roguelike in which you fight robots in a futuristic colosseum and hype up the crowd to get more gold.

This week is a smaller update and its followed by me taking care of myself. I've been working hard in the last weeks, because I really love this game! I loved working on it, but I now will take a week off to recharge.

If you prefer watching a video here is the video version of this


Lets get into the changes from last week: 

The Item shop bubble is no longer empty. It now is the shop and we removed the shop at the end of the level which was just UI. So if you find it early, you can buy yourself some items early on. For now there are no descriptions of items anymore as I want to experiment with that.

There are rooms with paths to connect them. It took me some time to set up a system which allows me to put the obstacles into the paths. Now I can handcraft the paths however I want. Then a random handcrafted path is picked. In the future I want to make the handcrafted objects partially randomized. That way they will feel fresh, new and different for longer. The first obstacle that has been added is a simple hole. You can dash over it, if you dont you loose some health and get reset.

We iterated over the heal circle once more. The heal for killing an enemy inside the heal circle, now depends on the max health of that enemy. The heal is higher the higher the max health of the enemy is.

The Electric traps are now invisible most of the time. With that they are a lot more interesting. The Damage radius is smaller though to compensate for the added difficulty.

 

Wolf now once more work as intended. They no longer just afk after an attack to never do anything again. 

I worked over the sprite layers, adjusted them and wrote down every single one. That way in the future it is easy to add new sprites into the right layer without being scared that it might be in the wrong layer.

Boss room is now always above the start room (instead of left, right or below). I feel that that feels a lot more epic!

I finally added a disclaimer “Controller Recommended” so everyone knows that the best way to play the game is with a controller. Keyboard works as well, but it feels the best with a controller for it is created with a controller in mind.

Teleporting now teleports you to the center of the room without giving you some weird offset. This was not intended in the first place but was also dangerous. Electric traps don’t spawn in the center to avoid you teleporting into them. But with the offset you still teleported into them. Well its fixed.

More range for healing from enemy kills inside the Heal circle. Meaning if they are on the line, they usually are still counted as inside (unless they biiiiiig)

 

Thats all folks!
If you feel so inclined the game is online on itch! You can play it and share it with your roguelike loving friends 
Thank you for your time! See you in 2 weeks with the next update!

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