Of poise and magic!
Tons of changes in this build!
I've been kinda just cruisin` along, fixing bugs, implementing things, cleaning up scripts. The poise system has been a big focus, and I want to add a few more things to it such as a visual when you break poise, maybe a brief stun animation on the enemy.
Next up
I'll be working on rebalancing the magic/mana system a bit. My current idea is to reduce the mana you can naturally regen to only enough to fire small magic shots (can be increased by equipment and powerups). You'll still naturally regen enough to fire basic shots slowly, but not enough to use elemental magic.
This presents a problem though. Currently, there is no way to drop your elemental spell besides getting hit (changes coming to this too, more on that later.) So I need a simple way for the player to intentionally drop their elemental spell. One idea I'm leaning towards is allowing you to cast your elemental spell if your mana is too low, but doing so will expend the readied spell slot.
As for losing your spell when hit, I plan to change this to a two hit system. First hit will crack the spell, second hit will cause you to drop it. You can fix the cracked spell by inputting it again, or it will mend itself after an amount of time.
- More work on the poise system, poise bars look better and have an icon that changes based on the enemies defensive state.
- Added training dummies to the start area to subtly teach the player some info about the poise system. Not their permanent location.
- Removed collision damage from slimes.
- fixed the undead slime bug.
- updated hit visuals and sounds.
- added a particle effect when hitting 0 poise enemies.
- adjusted standing Heavy and LLHeavy. The combo finisher version is faster and does more damage.
- Removed spell charging temporarily! This will come back soon as a collectible power up~
- Falling rocks are now a little more fair, and have a subtle indicator of where they are about to fall.
- Fixed some bugs with the animated hammer enemy.
- Added some damage resistance to poised enemies.
- More updates to the tutorial system, not much noticeable yet, but moving forwards tutorial pages will have visuals!
Files
Get Project Kobold's Tale
Project Kobold's Tale
A kobold based metroidvania
Status | In development |
Author | NonEuclideanOtter |
Genre | Platformer, Action |
Tags | 2D, Dragons, kobolds, Magic, melee, Metroidvania, Pixel Art, Prototype, work-in-progress |
More posts
- small visual update!Feb 16, 2024
- Autosaves, Havens and CheckpointsOct 14, 2023
- 7/12/23 update Time DilationJul 12, 2023
- 7/9/23 updateJul 09, 2023
- dev update : scrapping my weapon workflowApr 11, 2023
- Shiny Rocks updateMar 16, 2023
- Rapid fire updatesMar 12, 2023
- Boss update and gamepad controls fixedFeb 27, 2023
- Magic, mana, melee, and tutorials!Feb 25, 2023
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