Major Gameplay Update
Don't Die, Collect Loot » Devlog
Finally got the chance to test and deploy a number of significant changes. There's a bunch more fun stuff in the works, but I wanted to get this out sooner to get more feedback!
World
- Added another area to the Lost Forest- The Ruins. This area utilizes some improved tile management tech, so it should be the nicest looking one yet!
- Minor/Major orbs no longer drop. You can now use Gold to modify levels. It felt confusing to have multiple currencies that had no real distinct value behind them
- Added the "Explorer" NPC to the Nexus, assuming you've unlocked him. Once he's unlocked, you'll gain access to the Exploration tree for any region you've unlocked
- Added the "Explorer" event. If you haven't unlocked this NPC yet, this event will unlock him. If he is unlocked, you'll receive a selection of interesting modifiers that may change the way you interact with the region you're in. It'll be up to you to find him and check these out!
- Added support for "Conflict" events. Two NPCs may compete for your favor, choose wisely!
- Added the initial Exploration Tree for the Lost Forest. Spend research points on this new tree to improve your experience as you play
- Something is off about these memories we're exploring together, but it's probably best not to worry about it and keep playing the game
- Added "Experience Gained" to the Lost Forest Exploration Tree
- Added "Gold Gained" to the Lost Forest Exploration Tree
- Added "Research Gained" to the Lost Forest Exploration Tree
- Added "Skill Points Gained" to the Lost Forest Exploration Tree
- Added "Pack Size" to the Lost Forest Exploration Tree
- Added "Powerful Monsters" to the Lost Forest Exploration Tree
- Added "Burning" weather. Spawns various fire effects that can apply the burning debuff to the player, buffs monster fire damage, and causes monsters to burn the player frequently
Audio
- Added an in-development music track to the Lost Forest
- Rebalanced some audio
- Added pitch variance to repetitive hits like monsters taking damage to avoid weird multiplicative effects when you hit a ton of monsters with one attack
Monsters
- Added "Evades Attacks" to the monster modifier pool
- Added "Resists Elements" to the monster modifier pool
- Added "Poisonous Attacks" to the monster modifier pool. Also added the ability for all damage types to have after-the-fact damage addition like this. In this case, the sum total damage the monster would deal is multiplied by 1.1x, and the added damage is exclusively Poison damage
- Fixed an issue where monsters could spawn with two different "Quick" modifiers. This was not cosmetic, monsters in this case would receive a double speed multiplier!
- Magic monsters cannot spawn under monster level 3, and Rare monsters cannot spawn under monster level 5. This makes the early game a bit more reasonable for new characters
- The Treant Boss and its minions should no longer become immune to damage when poisoned
Misc
- Combat text now correctly indicates when an attack was evaded
- Fixed a tooltip overlap when comparing items
- Fixed a bug where controller users could not dismiss the post-run unlock menu in some situations
- Optimized some area loading code
- Removed some unused content
Get Don't Die, Collect Loot
Don't Die, Collect Loot
Battle through random auto-scrolling stages as you collect generated loot!
Status | In development |
Author | dan.marchand |
Genre | Role Playing |
Tags | 2D, Arcade, Incremental, Pixel Art, Roguelike, Sprites |
More posts
- Major Content UpdateNov 11, 2023
- v0.2.25 - Ultimates, Part 1Sep 24, 2023
- Major Update - v0.2.2 - Twist of FateAug 15, 2023
- Minor Patch NotesMay 31, 2023
- Skill System Change + Content UpdateMay 30, 2023
- Patch NotesMay 22, 2023
- Beastmaster Alpha ReleaseMay 19, 2023
- Minor Content PatchApr 28, 2023
- Minor Content PatchApr 26, 2023
- Bug Fixes and PerformanceApr 25, 2023
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