While progress for some other area's may have slowed, progress in other's have been huge. Namely, progress for the base General Extra's module has been going steadily. This includes progress with the new enemies, progress with the new area, progress with the items, and progress with the enemy ACT's. Let's go over each of these one by one.
Enemy ACT's has probably made the most headway since I last talked to all of you. Currently 13 act's are finished, which is 11 higher than when I last talked to ya'll. The enemies currently finished are:
Lancer
ACT: Sploosh
Effect: Lancer tanks one hit for no damage.
Rudinn
ACT: String R
Effect: Summons another Rudinn
ACT: Second Guess
Effect: Lowers his mercy by 15%
Hathy
ACT: Stringing RxR
Effect: Summons two Rudinns
ACT: Heart Knocker
Effect: Slows the speed of the soul
Jigsawry
ACT: So Sorry
Effect: Instantly sets their mercy to max
Bloxer
ACT: Jumble
Effect: Resets all progress done for their pacifist progress
Clover
ACT: String RxH
Effect: Summons both a Rudinn and a Hathy
ACT: Bash, Bash, Bash
Effect: Increases the damage of all bullets for the next three turns.
ACT: B. Day Surprise
Effect: Increases Clovers health and lowers their mercy.
King
ACT: Royal Summons
Effect: Summons one note enemies called Spade-lings, which launch one spade at a slow pace during attacks.
ACT: Around His Finger
Effect: King applies a wind effect to your soul, forcing it in one direction. It becomes strong depending on how much enemy TP is used.
ACT: Squoosh
Effect: Essentially a stronger version of Sploosh. Blocks two hits instead of one.
Next is new content, three new rooms have been made drafted, of which one is fully finished. It's a puzzle room that re-uses the puzzle right before Seam's Seap. Next, three new items are somewhat finished. They just require a little polishing before I can say that they're 100%. Work is also being done on the rest of the enemies I plan to make for Chapter 1.
Here's a screenshot of part of the finished room:













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