Game
Catalysis: Abyss Warriors
4 days ago

NEW UPDATE ---- ENGLISH VERSION ----
[ALPHA 0.7]


Hello hello.....so it is me here again, after some months, and now with lots of new features! i am very proud of this update, i had some more details planned to it and maybe i am posting it in a bit of a rush, but thats because this update is so crucial for the game that i couldnt keep the update on the fridge for longer!

Title Screen

-Brand new title screen

>Changed the normal text of the title to a full hand-drawn sprite, with a custom letter for C

>Changed the subtitle as well, with a custom color as well (a light purple)

>Positioned the title better, more up and more centered

>Doubled the size of the title and subtitle, making it stand out even more

>Changed the size and color of the update text, now every time you go back to the main menu it chooses a random color between 6 options

*Green, Yellow, Red, Blue, Cyan, Purple

-New options to choose from the main menu

>Changelog

*Shows a very resumed version of the actual changelog

*You can select which version to read

*You can change pages

>Credits

*Showcase the amazing and smart and cool and hot people working on the game (Me)

-New background for the title screen, its a simple blue gradient

-New option on the graphic settings, being able to toggle the background (Make it stylized or making it back into a simple black screen)

Visual Changes

-Changed the color of the nekomancer's bullets to a lime green instead of the regular yellow

-Made the x_potion spin when throwed, and slowed it down a bit as well

-Made the character sprite "look" to the side the mouse is poiting at (Right or Left)

-Made sure the character doesnt change direction while the game is paused

-Now the player has a bar of "Effects" beneath him, stuff like dash recharges, shields, debuffs, buffs

-Made sure the weapons were shown correctly regarding the graphic mode

Bug fixes

-Fixed an event from the nekomancer being out of place, making the game crash whenever the player died

-Fixed the bleeding effect causing 1 of starting damage instead of 0.5

-Fixed a lot of ocasions where the game bugged because the player died with neko enemies on the scene

-Fixed a lot of bugs where the multiply enemies and small enemies would crash the game

>Fixed a bug where colliding with the small enemies when they were created would crash the game

>Fixed a bug where the bullet shards colliding with the small enemies when they were created would crash the game

>Fixed a bug where neko enemies colliding with the small enemies when they were would crash the game

-Fixed the enemy quick NOT being quick

-Fixed Enemy Healing circle healing more than it should

-Fixed Enemy Spawn spawnining strong shooters when it should spawn the strong close range enemy

-Fixed knight not being able to apply effects to the enemies (lol im so dumb)

-Fixed bug of enemies getting hit by bullets shots seconds before player dies (making the game crash)

-Fixed bug of roaming staff NEVER increasing the damage of the bullet to match the player damage

-Fixed double sound effect of menu select when you have the sub menu on screen

-Fixed bug of the bard shooting sound effect playing nonstop after leveling up

-Fixed an issue with the system of randomizing stuff, now everything is random in a more proper way

Neko System Fixes and Teaks

-Now neko enemies cause "green" damage

-They also have a green healthbar

-Fixed the mistake where the Roaming neko enemy didnt actually shoot roaming bullets

-Fixed the mistake of the blinding enemy being on a weird angle

-Now the multiply enemy spreads the curse through its children

-New sprite for the strong enemy neko

Musics and sound effects

-Got RID of all AI music

-6 new musics (BloodSouls - For the menu; ExcitedFields, SingingBirds, LargePalace, FunkyTavern, CountryCats - For the game)

-Remembered to add the sound when moving through the pause menu in the game

-New Music System

>The music now is randomized at the start of the game

>The music gets randomized again every 2,5 minutes

>The name of the music appears on the corner of the screen for some seconds

>Made sure the name wont stay if you leave quickly to the title screen while its changing musics

Enemies

-Made all the enemies (beside healer) being into one object only, so that future updates will be easier

-Enemies now focus on neko enemies whevener they exist

-Made each enemy have a different score value, so some enemies give more score on the end of the game than others

-Tried to enchance collisions with floor

-Enemies have a better "nearest" identifier

Misc/Random

-New spawn system for the dev room

>Press 1 and 3 to move around the enemy list

>Press 2 to spawn the current enemy on the list

>The enemy that is selected will appear on the corner of the screen

-Added the damage number on the player as well

-Made an object that has the function to create the damage numbers instead of making it directly on the enemies (performance purposes)

-Made an intro for the game

Nerfs and buffs

-Increased Roaming staff cooldown by 0.2

-Roaming staff damage bonus per damage attack level is = 0.25 damage (0.5 per attack card)

-Buffed nekomancer curse chance from 5% to 15%

-The firework bow now has a 10% chance to burn and 20% to stun enemies

-Decreased the base damage of the knight

Gamemodes

-Added 2 new variants of the infinite mode for the game

>Long Distance Only (As the name says, it only spawns long distance enemies)

>Close Distance Only (As the name says, it only spawns close distance enemies)

>They can be selected from the main menu

Weapons

-New Weapon: Ice Staff

>New unique bullet sprite (Ice_shard)

>Has a 50% chance of slowing down enemies

>Has a 5% chance of freezing enemies

-New Weapons: Blood Dagger && Dual Blood Daggers

>New unique bullet sprite (Red_dagger)

>Has a 50% chance of inflicting bleed to enemies

>Bleeding does either 2 time less damage or 4 time less damage (depends if its dual weapon or not)

-New Weapon: Toy Knife

>Undertale Reference

>Unique timing feature

>New sprites for the bullet, fighting bar, and fighting indicator

>If fighting indicator is on the red area, less damage, if it is on the yellow area, normal damage, if its on the red area, more damage

>The indicator moves back and forth on the figthing bar above the player's head

-New Weapon: Iron Katana

>0.25 more quick

>1 Less damage

>Critical damages inflict bleeding

-New Weapon: Iron Warhammer

>0.5 Less quick

>1 More damage

>Critical inflicts stun

>Will work on it better in next update

Gameplay

-New Perks

>Dash: Gives the player 1 dash recharge

>Shield: Gives the player 1 shield recharge

-New dashing system

>If the player has 1 or more recharges of dash, it can use it to dash to the last direction he moved by pressing espace

>While dashing, the character is untouchable, and cant receive damage

>The dash last for a brief moment and you cant control the movement

>While dashing the player creates brief mirror images of itself that quickly fade out

-These images go with the graphic settings too

>While the dash recharges are less than the maximum amount of recharges the player can have, he will slowly regenerate them

>Also adds a dash recharge on the player visual effects bar beneath its health bar

-New shielding system

>If the player has 1 or more recharges of shield, it can ignore 1 instance of damage per recharge

>While the shield is on, you can see it around the player

>If the shield recharge amount is less than the max, slowly regenerates the shield

>The shielding recharges can be seen beneath the health

-New Effect (Charm)

>Exclusive effect that only the bard can inflict

>Makes the enemies attack other enemies for a brief moment

>Charmed enemies arent targeted by other normal enemies

>Charmed enemies can fight between each other

Class Perks

-Now each class has a special perk that they start with

-Mage: [Elder's wisdom] (Starts the game with 1 reroll)

-Nekomancer: [The nekomancer] (Only class with the "Curse" effect)

-Warrior: [War shield] (The warrior starts with a shield that blocks 1 hit, slowly regenerates)

-Bard: [Bard's charisma] (Only class that can "Charm enemies")

-Thief: [Sneaky stab] (The thief starts with a dash, but unlike the normal dash, if he passes through an enemy, it deals contact damage)

-Archer: [Headshot] (When landing a critical hit, there's a chance to trigger a HeadShot [15% chance], which deals double the crit)

-Alchemist: [Intense dose] (The effects either have a lower cooldown to hit, or a higher cooldown to end, depending on whats better)

New language system

-Completely changed the way text is coded in the game (using csv files)

-New option on the menu to change the language

>Options: Portuguese/English

>A flag appears on the corner of the screen to show the current language

-Game starts in english by default

-Translated all the text in the game

>Portuguese isnt properly translated yet, because of the lack of special caracters, will add it next update



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