Devlogs
Update 0.1.5
This update was shorter than usual because I'm wrapping some things up to organize playtests on the weakend with the current state of the game. There's not a whole lot that is big then, but I finally added another one of the slime moods, fury, which means now there is only one left to add. I also stablished a lot of balancing that I want to make in regards to the progression of the a "run", but I'm leaving until after the playtests to do this, so only on the next update.
Features:
- Fury State: when slimes become furious they will gain a movement and cooldown bonus to seek their targets faster. At the moment, fury will end as soons as the slime hits a target, as is meant to help them get there, but considering that this might make the fury state just a blip if the slime is already in short distance of its target, I'm considering making it time base. I didn't want to make it time based originally because it means fury can run out before the slime lands a hit on someone, which makes it a bit incomplete as a battle narrative beat. There's also the option to make it both, if the slime hits a target too fast, fury still lasts a while, but this seams a bit inconsistent and potentially confusing to witness in battle.
- Retribution Damage: if a slime has any amount of the retribution stat, it will reflect back some of the damage it receives back to the attacker.
- Innate Skills: skills at level five can still level up once more, but instead of reaching level six they will become innate. Innate skills have an 100% chance to be inherited by slimes, making sure that you lock in skills over time.
Changes:
- Warm Feeling was buffed to heal more at lower levels.
Fixes:
- Some missing text was filled in.
- A bug where the game wouldn't properly save what machines and slots you unlocked was fixed.
- The unlock UI now displays the bribe percentage increase correctly.
- The Glare vfx always shows up now and no longer only when someone was actually affected.
- The hit sfx used for Cupid Shot was changed into something more appropriate.
- I hope now the rendering order of all sprites during battle have been actually fixed, including healthbars and the skill text callouts.
Known Bugs:
- The "dead slimes" UI will sometimes open empty without any of your slimes having died.
- At certain moments the vertical health ranking is completely empty despite the slimes in battle.
- The yellow sprite might have a visual bug during the dash animation.
- Due to collision shenanigans, slimes will sometimes sling to the other side of the screen during fights.
- The victory screen doesn't have a return button and just forces you to quit the game.
- Sometimes slimes will still show up twice in the battle rank.