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Update .19 and Steam Page!

Tower of Kalemonvo
A downloadable masterpiece for Windows and Linux

Ahoy and well met to all friends and strangers alike.

Today is a good day, for it is patch day, and I am very happy to see you here again.
To start, an announcement! I have a Steam page for the game now, how exciting!
If this project is something that you enjoy, I encourage you to add it to your Wishlist. You can find the page here: https://store.steampowered.com/app/2351860/Tower_of_Kalemonvo/

I never thought I'd make it this far, but here we are. Thanks again to all my friends and to those that supported me on this journey. This is but the first step to getting a proper release, but I am nonetheless very grateful. 

Now, onto the actual patch. It's larger than usual, with many major changes that impact the entire game. I will try and keep it organized. Here goes!

Core Game Changes:

-Changed the way movement is handled. Maximum move distance is now reduced to a fixed 40 Unit amount. This means you can't select a room that you see on screen but that is actually a long ways away, and move there. This change is implemented to prevent many issues where a valid movement request would get interpreted as a long-distance request. You could easily encounter this on the Upper Halls, where trying to move to a corner of a  room would be interpreted as wanting to move to a different room miles away. This will bet tinkered with some more, but the general idea is in place and working as intended.

-Added a basic "High Difficulty Option" which reduces starting HP by 20, and reduces level up Stat points from 5 to 4. Will experiment further with this.

-Balance changes across the board to make the game harder. Will be explained more in other points

-Changed Demo length. The demo now ends at  the end of the Halls of Pain instead of the Upper Halls

-UI visual changes across the board. Things look better now!

-New trailer! Should appear on the game page momentarily.


Bow/Ranged Changes:

-Removed starter bow

-Bows and all projectiles are now much more accurate in determining where the player is aiming

-Bows have different animations timings. It takes less time to fire a projectile, but there is now more "reload" time after the projectile is fired until the player can move again.

-Fixed issue where having a bow/wand on your front slot would impact animations for melee weapons on your back slot - a check wasn't refreshed correctly making the controller think the player was using a bow.

-Added animations to wand projectiles

-Bow attacks will now be more accurate in deterring when the player is issuing a cancel command instead of accidentally clicking over/next to an enemy


Spells

-New Spell Wheel Visuals! Changed hitboxes to the spell icons - mouse can no longer escape the circle!

-Dark Pact and Holy Light (aka: the cauldron-spells) are now properly tracked upon use in the spell page. The player also groans in pain upon losing max HP/Mana

-New visuals for some spells and effects, namely all fire-based spells.

Items:
-A couple of new items and new item visuals. The new items are found in the last levels

Mapgen:

-Maps take less time to compute, and are now much larger. It will still take less time to generate as before, but now Upper Halls, the Skeleton Pit and the Breeding grounds will be about twice as large as before.

-Several new rooms and roomtypes across the board

-Menacing Obelisks now appear in the Upper Halls and Skeleton pit (they also have new modifiers!)


Enemies:

-Buffs to almost all enemies! Many larger foes now have a buff to their attack cooldown on their first attacks. Meaning, they will attack much sooner on their first strike. There are a lot of HP buffs across the board, mainly to Cultists and the Bloodguard

-Improvements to animations. Goats and Spitters shouldn't slide anymore!

-More enemies spawn in the larger rooms, especially noticeable in the Upper Halls.

-Fixed issues with Goats, Cultists and Faceless enemy types losing their changed colors on death.

-Changed Frenzy aura visuals and made the effects slightly more powerful

-Added a Lightning aura modifier


Player: 

-Fixed issues with dropping items on your back encountering issues if the given item had a +Stats modifier

-Fixed issues with recolors. Items on the back now also get their colors changed on different statuses


There are also a ton of bug fixes, namely regarding:

-Interactions with doors

-NPCs causing collision issues with dropped items (couldn't pick up items near NPCs)

-Enemies stopping / AI breaking on certain conditions

-Minimap sometimes incorrectly clearing.

And many more. 

Stay tuned for more to come. This was mostly a bugfix update. Now that the slate is cleared, I'll resume content creation. There are 5 new enemies waiting to be revealed! As always, thank you all for reading and see you next time!

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