Hey man, with every update I make an attempt to finally make a playable Linux build and something always goes wrong. Of course I'll try again with the upcoming update, who knows :)
PavloConan
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Thanks a lot! There is still a lot of work to be done, let me address your points:
- In the next version I intend to have the player start with the default gun with unlimited ammo, and the gun itself will not have any perks and won't be visible in the inventory. It will only function as a kind of last resort sidearm.
- The camera is undergoing some major changes because it's far from perfect. As for the enemies, I intend both to have their reactions when spotting the player a bit longer and actually have bigger rooms so that you don't bump into them as soon as you walk into the battle
- Aiming reticle is a tricky beast, deceptively simple concept that is easy to get wrong. Still working on it :)
Thanks a lot for the feedback man!
Currently I'm working on a really big update that finally can be called a proper production after laying the basic foundation. Unfortunately there is so much work that there was no way I could make it in time for this jam, so the only new thing since the last one is this small update:
https://pavloconan.itch.io/wormwood/devlog/338220/the-beholder-update
- Two new enemy types with elite variants
- Lots of revamped visual effects
- Slightly lowered the difficulty curve
- Slightly lowered the default length of the dungeon
- Significantly increased the max ammo count and ammo gain from pickups for most weapons
- Increased chance to get passive items as a reward for clearing a room
- Bug fixes and some other minor stuff
I wanted to have an enemy that has different movement and attack patterns to inject some variability in the game, because most of the existing enemies would just rush at you and hurl projectiles/do melee attacks. As for the visual design, I knew I wanted to have beholder-like enemy right from the start and I thought that I could use them right now as a kind of disruption to player's movement :)
At last, the proper weapons are here! 12 tools of death and destruction are at your disposal, ranging from rapid machine guns, deadly crossbows to powerful cannons and even some otherworldly artifacts here and there.
---> 12 weapons to blast and shoot your way through the hordes of unholy. Each of those comes, of course, with its' own perk tree
---> 3 new usables
---> 2 new spells
---> 3 new passive items
---> 1 brand new enemy
---> new elite variants for existing enemies
---> revamped blood effects for this much coveted game feel
---> many graphical updates
Thanks a lot for the comment, really appreciate this. I'll go from top to bottom.
- different primary weapons that you can unlock or find for variety; not sure if this is already in the game, I'm bad and died several times on level 2
Different primary weapons is exactly what will be in the next update, not only ranged, but melee as well
- it's hard to pick up items that are on a teleporter unless you're not standing on the teleporter
Yeah. I was meant to fix that and then it got lost in backlog.
some type of indicator that you're getting money from killing monsters(I just noticed the coin animation, maybe a sound too?)
Gold is a temporary solution. I mean, I might ultimately use gold as a currency, but for now it's just a placeholder, so I'm not spending time on this :)
- auto-pick up mana/health potions, I don't see a reason that you need to click a button to pick them up
Good idea.
- spells should say how much mana they consume unless that's an intentional design decision
Nah, it's not by design, it's by omission :)
- the map should have an icon of where you're at on it
Agreed.
- have those blood particles when shooting monster go out in the direction that you shoot, would look better
Yeah...so that what I get for hotfixing carelessly. I was working on the blood particles for the next update, and then when I saw a comment saying I have a nasty bug so I quickly patched it...leaving of course, the half-baked new feature in. I've uploaded the new version now :)
Thanks man!
Decent base was all that I was looking for with this prototype, I've already made 20+ tickets based on the impressions from this so yeah, all things you've mentioned are to be fixed. I think the next build will show the direction I want to take to distinguish it from, for example Gungeon :)
Your games looks awesome, I''ll try it today!
Hey man, thanks for the feedback!
Yeah, the breakable environment is one of the things that come up quite a lot, just not implemented yet :)
The skills are used by RMB, the 1-4 is just for choosing the one that you want to use, like weapons in FPS :)
You can see the key binding in pause menu.
The maps are procedurally generated, but there will be more variants in the future.
Cheers!
Thanks for the feedback.
Yeah it agree that it feels generic right now. For this release I was really more trying to land on a combat model that is satisfying enough. After this release and after I finish the refactor I intend to focus solely on design aspect, because I have a lot of ideas in store that would help to distinguish this game from others. Small steps I guess :)
Cheers!