Version 0.1!
Rehgräten [abandoned] » Devlog
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 [abandoned]
Rehgräten [abandoned]
A vertical slice for a horde-fighting game where you get progressively weaker
Status | Prototype |
Author | meloonics |
Genre | Action, Fighting |
Tags | Difficult, Experimental, Fast-Paced, Mental Health, Monsters, Roguelite, Short, upgrades, Violent |
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