Alpha version two


CONTROLS:

WASD to move

NUMPAD or MOUSE to aim

SPACEBAR to pass turn

'O' to toggle the Options menu

1-5 to use abilities

1-5 also are used to interact with minigames

'F' to block


Thanks for the suggestions! This update brings a lot of meaningful changes for combat and readability.

Also i wanted to note; i got a lot of compliments on the "ToxicRain" frog sprite, all credit for the

animation (as well as other animations) goes to Pimen for their wonderful work (https://pimen.itch.io/)

Again, thank you for the suggestions! Here are the updates for the new version.

One last thing: AI will sometimes take multiple turns, or even attack after they are dead.

AI is going to get an overhaul in the future.


- AI now use all the same abilities that players do!

This is just a rudimentary proof of concept for now, they have no actual decision making,

and will choose abilities at random.

- ToxicRain now only poisons the user on a failed check

- Minigames now operate by pressing an ability key again, instead of the "F" key

This works with any ability key (0-7), not just the key used for that ability

- Ability aim reticle resized to be further from the player

- Ability added:

- Blink dagger, if you hit an enemy with this you will teleport behind them

- Some abilities speed changed

- Added a rudimentary options menu

- Setting the direction for your attacks can now be toggled to correspond with your mouse's location

- This setting is "on" by default, press the options key "o" and toggle it off if you'd prefer not to use this setting

- This will likely be off by default in later tests, especially after controller support is added

- Camera and resolution modified

- Screen shake added on taking damage

- Chat log added, keeps track of damage taken and healed for any unit

- Player will flash while "defending" to give better feedback on the window.

AI flash as well for now, forgot to fix this, but it's just a minor visual glitch

- Music added

- Hotbar implemented

- Cooldowns implemented

- Cooldown indicators

- Bug fixes and refactoring galore

- New bugs implemented

- a LOT of other stuff i most definately forgot about adding or changing!


Abilities cooldowns:

Fireball: 4 turns

ToxicRain: 8 turns

Bunnyhop: 6 turns (currently no effect on crit)

IceSpear: no cooldown

BlinkDagger: 1 turn no cooldown (currently minor effect on crit)



Some questions i'd love answered, along with any feedback you already have:

(If you played the previous test) How did you feel about the changes, what was good, what was bad?

How did cooldowns feel? Did any abilities cooldowns feel too punishing or lenient?

How does defending feel? Does it seem fair, or unreliable?

How do you feel about the audio mixing, was anything too loud or too quiet?

Is the aiming reticle apparent? Are you satisfied with it?

Did minigames feel satisfying? Was the randomness a good thing or a bad thing? Did they have enough, or too much time before they started?

Files

Starfall_Alpha_002.zip 98 MB
Sep 14, 2023

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