New this week:
- The camera now follows the explorer.
- Changed the shape of the explorer field of view from a box to a circle.
- Sectors are now bigger, its harder for enemies to overwhelm when you start exploring.
- Resources that appear when you kill a small enemy are now visible.
- Enlarged the map screen when you explore a biome.
- Visual artifacts made by small walls no longer appear.
- Action requirements and effects are more balanced.
- Enemy waves are now infinite, they will appear coming at the attacker and will stop coming for a few seconds until the next wave starts.
- Big change (work in progress) : instead of imitating the combat mechanics of games like "Diablo 2", I will imitate the mechanics of "Vampire Survivor", which means that:
- Weapons and battle upgrades will only be available while you explore, and will be reset when you exit a sector.
- Enemies will become stronger as time advances, which motivates you to find new combat power-ups if you want to survive and discover new things inside the sector you are exploring.
- I made the decision to change these mechanics because the combat was not good enough, and to make it better I would have needed to add skills and special abilities that use "mana/magic" like Diablo 2, so instead of doing that I decided to imitate "Vampire Survivors" since its a better fit for a minimalist game like mine. Plus, its the type of game I'm playing the most nowadays.