Version 0.1!


Rehgräten 0.1 is out! It originally was planned as 0.0.8, but there were so many changes, that I decided to name it 0.1.

Note that this is still a demo and nowhere representative of a finished project. 

Here's the full changelog:

ver 0.1

[formerly known as v0.0.8]

  • New Lighting System
    • Every floor tile now has its designated light which turns on if the player or an enemy steps on it. 
    • That way it will be easier to find enemies
  • Window is now resizable, stretching or shrinking its contents
  • Improved upgrade description boxes to ease readability
    • Increased Font size
    • made the Panel more opaque
    • Info box no longer gets affected by light or shadow
    • Increased upgrade lifetime
    • Upgrades no longer disintegrate, when the orange pause-button is pressed
  • Performance improvements
    • Drastically reduced the particle count for disintegrating upgrade pickups to 10%, increased particle-size instead
    • I wish there was more to report here.... 
  • Improved Enemy Bullet visibility
    • Bullets now blink white to red instead of black to red
    • carefully increased blinking frequency to around 3Hz
    • Increased Sprite size slightly (Hixbox remains the same size)
  • Changed base-value of movement-speed
    • movement speed now never goes under or over certain values
    • This makes Riley slightly slower, making them easier to control and Ricci slightly faster.
    • Everything else that's influenced by the speed-multiplier (such as attack-frequency and shot-speed) remains unchanged.
  • Accessibility Improvements
    • Added measure to reduce/disable screenshake
  • Melee-Attack buffs
    • Melee-Attack can now be cancelled by Dash
    • Unfortunately the Dash can be redirected by attacks now and idk why, but it looks cool, so I left it in ¯\_(ツ)_/¯
    • Added small timeframe during melee-attack-animation where player is invincible (This + Dash-cancelling are a huge buff for Ricci)
    • Slightly changed the Mini-Dash for Melee-Attacks
    • Slightly elongated Hitbox for melee-attacks
  • Shortened the ranged-attack-hitbox that makes enemies evade your bullets in the hopes it will prevent them from hiding in corners offscreen
    • The problem didn't go away, but it got a little better.
  • Autodifficuly now scales with current difficulty; at high difficulty the difficulty-decreasing effects are stronger and vice-versa
    • in other words: Difficulty tends to stay more balanced, extremely low/high difficulties are less likely to persist
  • Player now bounces off obstacles when dashing (Might remove, because it's somewhat annoying in narrow paths)
  • Added visual cue (Eyes glow) and short delay before enemies attack
  • If an Enemy is at low HP, it becomes more pale, slower and deals less damage
  • Added Health-Bar and Stats-Display
    • Slowmotion when damaged now scales with HP left
    • HP properly scales with changing Max HP, meaning that your current HP increases, when Max HP increases, 
      • however when Max HP decreases, current HP only decreases when it's above the cap (like in Slay the Spire)
  • Added DYING
    • Max HP is no longer a useless stat.
    • When your HP reach 0, you're at "death's door".
    • While at death's door, all your stats get cut by 50%
    • Also, any hit can kill you. The chance of getting killed is smaller at high max HP and low difficulty.
  • Added 8 More Levels
    • The game now contains 9 Levels, 5 of which can be played in each playthrough. The key you pick up determines, which level you're going to proceed to.
    • New levels are mostly placeholders. I was playing around with different layouts but didn't put much thought into it, yet. That's why the wave patterns are mostly the same.
    • After beating the fifth level, you have to pick up "NOSEMA", a universal nerf. After that you restart at Level 1. 
    • if you're curious: the layout looks like the following:

___|8|___

__|6|7|__

_|3|4|5|_

__|1|2|__

___|0|___

starting at lv0 going up, the left key brings you to lv1, the right one to lv2. That's why only level 0, 1, 2, and 4 have two keys (because there's a choice to go left OR right)

KNOWN, BUT UNFIXED BUGS:

  • Cause for rare Infinite Dash Glitch still not found :/
  • Keys don't have the intended effect on auto-difficulty
  • Enemy HP and Damage doesn't scale properly with auto-difficulty
  • If you get too many Icons in the Upgrade-Display they go under the Health-UI (Upgrade Display is unfinished in general)

Files

Rehgraeten_v0.1_WIN.zip 20 MB
Mar 28, 2021
Rehgräten_0.1_LINUX.zip 21 MB
Mar 28, 2021
Rehgräten_0.1_MAC_OS.zip 22 MB
Mar 28, 2021

Get Rehgräten [unfinished]

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