- nice rogue legacy type startup stats - moving and fighting feels good, like the rhythm of a fight is always great - dialogue is a little stilted - knocked a mage onto some spikes and had to take damage to pick up his key, which sucked - please make mages play a sound when they fire
altogether it's pretty fun, although some of the art clashes to me.
Thank you for playing! >had to take damage to pick up his key, which sucked You can collect keys and legacy loot bags in a jump. Hehe, I need to think about how to give that info to the players.
Oh yeah, I guess that makes sense if you're always raycasting down for interaction or whatever. I was surprised to hear the spikes trigger as I jumped over them.
Not to be that guy, but can you post a linux build? Wine works for a lot of games on linux, but this one throws some error about shaders on startup. Would love to play otherwise.
Oh, well, I tried to make it for linux, but it was a nightmare, 'cause GM's linux export is real garbage, it only works well for ubuntu, and not every version, and as for a person who never used linux before it was a long time wasted for no results, so I burned my ass and scrapped that idea for the time being. As for shaders error, that happens on fresh windows systems as well, it just needs DirectX 9 manually installed. That could be helpful with this situation too.
• new character traits • tavern (lets you have several characters at once) • floor 5 • new enemies • new gear • melee attack prepare animations for the most enemies (except batbirds) • 3 new power crystals • added keybinds for UI scale changing • on hard you now have to come back to your camp to save your collected money • more decorations • updated fire animation • added gamepad setup to the control settings • larger range to open barrels manually (by pressing use keybind) • holding shift changes sprites of power crystals to skill sprites that those crystals grant • it doesn't lock the mouse cursor on the game's window if game is paused with ESC menu
Comments
- nice rogue legacy type startup stats
- moving and fighting feels good, like the rhythm of a fight is always great
- dialogue is a little stilted
- knocked a mage onto some spikes and had to take damage to pick up his key, which sucked
- please make mages play a sound when they fire
altogether it's pretty fun, although some of the art clashes to me.
Thank you for playing!
>had to take damage to pick up his key, which sucked
You can collect keys and legacy loot bags in a jump. Hehe, I need to think about how to give that info to the players.
Oh yeah, I guess that makes sense if you're always raycasting down for interaction or whatever. I was surprised to hear the spikes trigger as I jumped over them.
Not to be that guy, but can you post a linux build? Wine works for a lot of games on linux, but this one throws some error about shaders on startup. Would love to play otherwise.
Oh, well, I tried to make it for linux, but it was a nightmare, 'cause GM's linux export is real garbage, it only works well for ubuntu, and not every version, and as for a person who never used linux before it was a long time wasted for no results, so I burned my ass and scrapped that idea for the time being.
As for shaders error, that happens on fresh windows systems as well, it just needs DirectX 9 manually installed. That could be helpful with this situation too.
yes idk, I use arch and my friend has trouble with the gms2 build on 16.04 ubuntu so idk. Same thing with godot
Love the aesthetic, combat, and difficulty.
Most important changes since the last DD:
• new character traits
• tavern (lets you have several characters at once)
• floor 5
• new enemies
• new gear
• melee attack prepare animations for the most enemies (except batbirds)
• 3 new power crystals
• added keybinds for UI scale changing
• on hard you now have to come back to your camp to save your collected money
• more decorations
• updated fire animation
• added gamepad setup to the control settings
• larger range to open barrels manually (by pressing use keybind)
• holding shift changes sprites of power crystals to skill sprites that those crystals grant
• it doesn't lock the mouse cursor on the game's window if game is paused with ESC menu