[UPDATE] Patch 2


Came back for some small updates, I'm trying to decide the direction that I want to take this project because I still don't really have a solid idea on what I want the hook to be, but I've still got ideas on things to add. Problem is most update require refactoring or adjusting systems, and I don't want to put that work in if it wont contribute to what makes the game special. If anyone has any suggestions, feel free to drop them in the comments here, or on the main game page.


Yapping concluded, here's the changes for this update:


New Mechanics:

  • Lockboxes: Whenever an enemy is slain, there's a chance that they'll drop a lockbox. Run over and pick it up to gain a free upgrade, separate from a level (which means enemies won't become more powerful if you pick up a bunch!)
  • EXP boosts: Whenever EXP is gained, there's a chance based on your luck stat to double the amount gained. More luck means more EXP, but that also means enemies could become more powerful more quickly to keep up with you.
  • Dodging: Whenever you take damage, there's now a chance based on your luck stat to dodge it, and avoid all damage. This works like normally taking damage, so immunity frames and enemy attack cooldowns will be triggered when dodging as well as taking damage.
  • Clone: I've reworked the clone to feel more impactful during gameplay. It still draws enemy aggression, but now will store damage taken and disperse it amount any enemies in a certain range at the end of it's lifetime. I've also added a UI element to actually let the player know when the clone is available for use, compared to previously, where I left players high and dry on that one (sorry about that)


General Changes:

  • Updated default run settings to make the game a little more difficult. Make sure to check the run settings before starting play, if you want to change them. There's not much control, since the game is still relatively easy, but there's some options, at least.
  • Added sound effects and background music during the run
  • Added volume settings, which can be modified at the main menu and during a run, and will persist between play sessions
  • Implemented luck stat, scales chance to deal a critical hit, chance to dodge damage, chance to double EXP gained, and chance for enemies to drop lockboxes
  • Reworked crit chance stat into crit damage stat, since luck skill takes its place.  It now increases the damage dealt by critical hits by 25% each time the upgrade is chosen
  • Added a cap to the fire rate and luck stats, once their respective max values are reached, they will no longer be factored into the upgrade pool


Bug Fixes:

  • Fixed bug that caused enemy to spawn every frame if enemy cap was removed (I know I wanted to make the game more difficult, but that was not intentional)
  • Normalized player movement, no more speed boosts when moving diagonally
  • Reworked most UI elements to make them less crunchy and deep-fried
  • Reworked upgrade screen so that multiple upgrade screens will be displayed in sequence without unpausing the game
  • Reworked EXP to be granted in sequence as well, so killing multiple enemies at once will disperse EXP slightly more slowly instead of all at once. This might not have been an issue, but with reworking the clone skill, I was worried it would cause some trouble down the line.


I think that's about it for this update. Like I mentioned, this project is in limbo right now, so I might take another break, especially with things picking up on HoloDrift (check out my twitter if you want to see more about that project).

Regardless, thanks for the support, as always, and please let me know if you find any bugs that I missed!

Files

Eldritch Reckoning Web v 0.2.2.zip Play in browser
4 days ago
Eldritch Reckoning Windows v 0.2.2.zip 33 MB
4 days ago

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