Various Fixes


Big shout-out to the helpful folks over in https://www.reddit.com/r/Games/comments/z670x0/dont_die_collect_loot_dan_marchan... who gave a ton of useful feedback! This patch incorporates some quick fixes for quirks and bugs identified in that post:


  • Corrected the damage calculation on "Thicc Shields" to properly add flat physical damage instead of attempting to multiply
  • Enemy projectiles no longer disappear on death
  • Enemies significantly off screen can no longer be hit by projectiles
  • Shockwave's AoE scaling only applies to the collision detection used between it and enemies. The environmental collision remains at the default size, preventing situations where scaling the AoE actually makes the skill tougher to use
  • Shockwave no longer moves when the game is paused
  • You can no longer gain experience, health, or mana while dead (lol)
  • The passive display on the Warrior and Hero skill trees no longer erroneously counts item +skills
  • Item +skills should always apply now, even for skills you don't have yet. If any aren't working, let me know!
  • Fixed the gold display on the level select screen
  • Sprouts now drop experience, items, gold, health, and mana
  • Fixed a cosmetic issue where monster health bars would only display as partially full if the area level changed before they rendered on screen. The health values were correct before, but the display % was broken due to a rather obscure event bug

Get Don't Die, Collect Loot

Comments

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(+1)

Two more quick bug reports:


I've now managed to get stuck in the bonus room on the bridge twice. Not sure if I'm trying to leave it too fast while the NPC is despawning, but the room transition plays and drops me right back in the same (now NPCless) room, and have to quit out entirely. For what it's worth, I've managed to leave the room properly twice as well. Can't figure out the rhyme or reason to it.

Second, some interaction between Shockwave and an upgrade for it made my character grow comically large before getting killed by geometry. I'm not sure which one it was but it was one of the special 1/1 upgrade ones. Every use of Shockwave made the character grow. This carried over to the hub, where I was forced to reset the game.

I looked into transferring the save data from WebGL to Windows and while I found the file in the indexed DB (data_<hash>) it didn't seem to match a local Windows save upon inspection in Notepad++. It tried to load it anyway but defaulted to an empty brand new file. Figured it was worth a shot anyway, probably worth me just downloading the Windows builds next update on. It's amazing realizing how much you rely on Steam Cloud Saves when you don't have them!

Fun game, very soothing in that almost clicker like style of shut off your brain and loot. Excited to see where it goes.

Thanks for all the great feedback! I just tried out the shockwave issue you mentioned, that's hilarious. I'll have fixes for that, the tree, and the portal soon.

I will be supporting cloud saves with this in the near future, it just hasn't been a priority yet in Alpha. I'm a big fan of the Steam Deck so I wouldn't be able to live with myself if I made a game that wasn't playable wherever I was.

As a quick heads up, I'm deploying some bug fixes for the issues you've found. Should be live in 30 or so!

(+1)

A bug report and a question:

I'm fairly certain a tree boss of some sort is supposed to spawn at the end of the forest (says WARNING and a picture of a tree on the right HUD) and he currently does not. Got there three times to new music and the end of the screen scroll. Had to die wedged under a tree.

Question: Is there any way to move the progress of the web version to the Windows build? I started playing there but I'm unsure how or where Unity/WebGL saves to the local machine and would like to continue on my laptop instead of my desktop.

Fun game to sink a bit of time into, though. Good stuff.

Thanks for the bug report on the tree, I'll take a look!

I use the browser's indexed DB to store progress on the WebGL version. It would be a bit tricky, but you could likely copy the json files into the database using Chrome's web tools.