Patch 1.5.0


Once again, we've got quite a haul of fresh content to unpack. Who would've thought I'd ever give this game an actual finale? But lo and behold, here it is. Now, achieving victory isn't a walk in the park, mind you. Still, it's a game-changer. We're yet to see how it'll shake up the scoring dynamics, but it definitely adds a hefty sum to your point tally. Plus, you'll earn a distinguished badge next to your name on the leaderboard, proudly proclaiming your triumph. And there's something else, a little memento of your victory.

Had to wipe the slate clean on the leaderboards for this one. With the scoring system revamped, it's anyone's guess how the old rankings would hold up. Maybe I ought to throw in a feature so you can peek at the previous leaderboard standings, eh?

Apart from the game's newfound finale, I've fine-tuned a few aspects to keep things harmonious. First up, let's talk CONTRITE. It was a tad overpowered, granting a near-immunity to curses, the very spice that gives our runs that extra kick. Now, you can't lean on it incessantly; there's a cap on its use per level. Starts at one, but you can stockpile up to five. So, strategic planning is the name of the game now.


Giovanni, our dear banker, has seen better days too. His vaults aren't as lucrative as before. Sure, the gains remain unchanged, but let your greed get the better of you, and he might just vanish into thin air, along with your funds.


I've also dialed back the power of the SKELETON KEY. It still packs a punch against heretics, but now, a dash of strategy is in order.


Now, about that grand finale... I won't spoil the surprise, but if you've explored the game before, those seemingly useless items might just have found their purpose. They'll whisk you away to new realms, teeming with fresh challenges.


Oh, and there's a neat little feature to peek into your deck's contents. Not the full monty, mind you, but it'll help you chart your course.


Heard some folks are hitting the reset button to secure a flying start. Can't say I approve; where's the fun in that? But fear not, I've got a trick up my sleeve. Borrowed a page from Slay the Spire's playbook: leaving behind a relic as a legacy if you make it to the first boss. Nothing groundbreaking, but a little nudge to keep those not-so-perfect runs chugging along.


Now, don't get too attached; your legacy fades with a game reset. But as long as you keep the game running, it's yours to keep, even if you take a detour into a daily run.

And that's not all—I've thrown in a slew of new curses and daily modifiers to spice things up. The old curses were starting to feel a bit too familiar, so I've shuffled the deck to keep things fresh.

Of course, the bug-swatting brigade has been hard at work. Here's a rundown of some of the most significant fixes:

  • Fixed temporary gem adding potions not always being all too temporary
  • Improved WILDCARD (and other cards that refer to gem names) description
  • Blocked HOME and WILDCARD exact color dupes from appearing
  • Fixed curses not applying effect when coming from specific sources such as some potions

Comments

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Whoah i have not been keeping up lol. have been in a run for the past couple days lol

A problem with the deck viewer and CONTRITE - if you have an option to pass and open the deck to review your tiles, upon clicking exit the reward selection gets closed as well.

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Right right, so it registers the click on skip on that same exit button press. You can close the menu by clicking the deck again or by hitting V too in the meantime.

I'm willing to bet that the end of the game has something to do with that grail, and maybe the moldy key, but I guess I'll just need to find out

I wouldn't be willing to take that bet... 😜

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It is great to see that you are enjoying updating this game.

Here are some features ideas:

  • Show the number of the current level/stage reached
  • During boss fights, show the remaining HP of the boss
  • I had a run where I made a silly mistake and blocked myself from half of the level. I reached to an available chest and picked the amnesia potion. As this was the last tile possible, the game started destroying tiles. I drank the potion while the animation was running, but I was killed nonetheless. Would be nice if there is a prompt to drink the amnesia potion when stuck, before the lightning starts striking.

Hmm, that's a tricky one. On one had yes it would be nice to get an option in a scenario like yours. I could mark some potions as "do not end if this is unused" but that wouldn't be great either as the player might not want to use it for say a one missed tile damage. Prompting would be better but I don't really like that too much either as that's basically giving like a freebie out. I wonder if having an extended duration before the breaking starts. 🤔 Something short enough that it wouldn't get annoying if you didn't want to do anything but long enough that you could reasonably react and quaff a pot.

Agreed, it is tricky to design around. Honestly, I wouldn't want all runs to have a longer pause. What about some sort of quick time event that triggers only if you have such a potion on you?

Another game saving potion - Clay. An opportunity to drink remaining potions before death would help make the maximum out of a particular run

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since there's an ending, maybe you could make a seperate endless gamemmode (or as an option at the end of a run)

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Going for the ending is fully optional. You won't do it by accident 😉

cool!