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20 Second RPG

25 skills, 5 bosses, leaderboards, single html5 file · By OneBoringDad

Updates/changes

A topic by OneBoringDad created 18 days ago Views: 52 Replies: 5
Viewing posts 1 to 6
Developer (2 edits)

First of all, thank you to everyone of you playing 20 Second RPG, an even bigger thank you to those helping find bugs and refine the game (you know who you are, you asked not to be mentioned!)

Anyway, here's a list of the changes/fixes ive made over the past 3 days of this game being active:

Bosses & difficulty

Bosses now scale meaningfully harder per tier (T1→T5): HP, note/attack speed, and hit-window size all increase with tier instead of tier just being a reskin.

Fixed Rival Bard (Presence boss) being weaker than its own base skill (Lute) — gave it fully custom per-tier difficulty to match.

Tightened up Lute's insane top-end speeds on Master/Grandmaster/Ascended; added more notes at Grandmaster/Ascended after playtester feedback. (Thank you 000)

Increased Fishing's bite-window across all modes (+0.1s starting window, better floors: 0.35/0.34/0.32/0.30s) — it was compounding with the level speed-up to become unreasonably fast.

Raised Fanfare's base tempo so Standard mode isn't stuck feeling sluggish, and made its speed-up continue ramping through the full 20s instead of plateauing after ~8 rounds.

Softened the level-based "tempo creep" globally (per-level speed gain reduced ~30-40%, soft-cap tightened) — Master/Grandmaster/Ascended stay playable for non-hardcore players much deeper into their level brackets (biggest gains at level 100+).

Pets, items, XP economy

Pets: +40% XP / ×1.5 score bonus (up from +15%), drop chance improved 1-in-20,000 → 1-in-10,000.

Added boss-specific pet drop odds, better per tier (T1 1-in-7,500 up to T5 1-in-2,500) — extra incentive to boss-fight.

Softened the per-kill boss XP decay curve so repeat boss kills aren't nearly worthless by the 5th kill.

Added a permanent per-boss-kill XP bonus (0.1–0.5%/kill scaling by tier, capped at 100 kills/tier — up to +150% total).

Items menu: fixed a flicker bug when scrolling/sitting in the tab (was rebuilding the whole tab + replaying animations every 15s).

Added charm fusing (2 common→uncommon, 4 uncommon→rare, 8 rare→legendary, legendary only obtainable this way, +25% bonus).

Reworked food buffs: 5-minute duration, tiers stack additively, but eating multiples of the same tier only extends the timer (no more stacking exploit).

Added pet fusing mirroring charms (common pets can now drop repeatedly; fuse up to legendary at +125%/×3).

Added Total Boss Kills and Total Level leaderboards.

Fixed a leaderboard sync outage caused by a Firestore rules field-name mismatch (renamed the field client-side, no console changes needed).

Minigame fixes & redesigns

Fixed a visual bug in Fanfare where the correct-hit glow flickered from a circle into a square on some Android GPUs (was a shadowBlur artifact — switched to the game's sprite-based glow).

Redesigned Bluff: added a genuine "tell" during the peek instead of it being a blind 1-in-4 guess; retuned peek times per mode (1.0/0.75/0.5/0.25s).

Rebuilt Turn Undead from the ground up: real drag-to-aim (touch position actually matters now), 4 undead types (Wisp/Ghoul/Wight/Revenant, 1–4 hits), threat telegraphing (warning cue + danger ring), marble-bag spawn system (4 five-second "bags" that skew harder toward the end for a real "push, it's almost over" finish).

Zoomed the Turn Undead camera out so incoming undead are actually visible on the sides on portrait phones, and fixed the purify/hit explosion effects firing at the wrong (pre-zoom) position.

Fully rebuilt Intimidate as "Staredown" — press-and-hold, ignore the monster's fake lunges, release only on the genuine "crack" cue. Replaced the old left/right tap-the-lit-zone game after feedback that a first pass (Flinch War) was too similar to the original.

Rebalanced Intimidate's scoring after the rebuild — it was more fun but paying out ~2.7x less than the old game; scaled per-hit reward back up to match old best scores.


Plenty more fixes/changes to come (im open to the idea of changing some of the mini-games in skills, NOT LUTE, thats set in stone, but many others could certainly use some work)


If there is any game that you dont like, cant enjoy, cant get a decent score on, please let me know so I can work on it, guided by your comments/suggestions.


Thank you again to all you regulars, you're what makes me keep going!

Developer

Further fixes have been implemented regarding safety nets/auto-purges of save data.


New timed modes added (60/120 second), small level requirements before theyre able to be used.


Leaderboard now updates every 2 minutes (was 30 minutes, this was a de-sync issue on its own)


If you leave the game pre-2minutes, all your exp/lvls/boss kc etc is auto-purged/filled to the leaderboards (no more waiting 30 mins to rank, im sorry im new to this whole system, bear with me)


More to come in the future, currently looking into a level 200 - 300 mode (above ascended), more bosses and more skills (maybe even a new category? Not sure yet.)

Developer (2 edits)

!FIXED FREEZING BUG FOR NEW PLAYERS!


Enormous visual overhaul for every skill and boss fight

Level 300 mode added (Enlightened), it is 20× score BUT 1/2 the xp of Ascended, with a 10× better pet drop rate (1 in 1000 — think of this mode as the ultra-challenge + pet drop fodder)


Many of the skills have been rebalanced/nerfed/buffed, keeping a balance of fast/medium/slow skills is half the challenge!


Still working on the newest category/skills/boss fights, there is more to come in the future


Huge THANK YOU to anyone playing my game (analytics says I have dozens of players, yet only 17 of us are ranked)


Please report any issues you find/have, please also feel free to leave any suggestions/feedback regarding the game.


All the best, 

OneBoringDad

Developer (1 edit)

fishing and parry reaction windows lengthened.

Log chop gravity is more forgiving and rocks no longer spawn inside of logs.

Timing needle for forge has been slowed down on grandmaster/ascended/enlightened modes to make them more playable.

Pet drop rates have been made 10× more common, standard now sits at 1 in 1000, enlightened is 1 in 100.

Lich King boss fights have been rebalanced for tiers 2 > 5, theyre now much easier to do.

I won't be making any additions to the game, only balancing/tweaks over the coming days/weeks. This is not forever, just for a little while. Thank you to all still viewing/playing the game.


PS: im looking into making lute/bard boss a 4 lane mini-game, but this is not guaranteed as of yet (if i cant make the ratios nice on every screen size, im not doing it)

Developer

Today brings a completely reworked items tab layout, to keep things more organised while reducing the need to scroll endlessly.

Bossing outfits! 5 set pieces per boss, a full set adds +20% attack and reduces incoming damage by +20% (you can literally just tank certain bosses now, forget about defending!)

Skilling outfits! 5 set pieces per skill, per category, they can be found via doing the skill (15% drop rate for common, 10% for uncommon, 5% for rare, and yes they can be fused into legendary!)

The bonus per complete set, in order of lowest to highest grade is: 5%, 10% 25% 75% exp/score

This stacks with pets, charms, lamps and consumables! Be strategic with your items and make the most of high score rounds!

Developer

Enhance and Godlike mode (level 800 required) added.


Enhance is only available once you have equipped a legendary item, any extra lower tier item you get can then be used to either be used instantly to enhance your equipped legendary, or fused together for a higher enhancement bonus.


Godlike mode is 50× score, 20× experience, 1 in 50 pet drop odds and plays roughly 4% faster/more dense than Enlightened mode. (Expect to see millions of experience for a 20 second run)