Game
Catalysis: Abyss Warriors
1 day ago

So...it has been a lot of months since my last update, so i hope the wait was worth it, now i bring to you guys the new update, alpha 0.6! the effects update, lets check everything new


Changelog 0.6 - Effects Update

- Bug Fixes//Mistakes fixes

*Cards issue: Clicking on the card itself also grants you the perk, as it was suppose to happen

*Shooting particles colors: Fixed the shooting particles sharing color with the xp particle

*Card view problem: Made the power up cads appear infront of all the enemies

*Spike not working: Fixed the bug where the spike power up wouldnt work, now it does normally

*Enemy healer health bar: Enemy healer also shows its health bar

*Wall Jump: Fixed bug of infinite jumping on walls

*Text fix: Fixed the "Return: Fire Bow" text to display "Weapon" instead of "Return"

*Menu select fix: Made the main menu restart to normal whenever you enter the tittle screen again

*Roaming bullets: Fixed the bug of the roming bullets from the roming staff falling from the skies when they are shot up when there was no enemies around

*Health bar issues: Fixed the health bar not showing when enemies get hit by something aside from bullets or the player in general

- Gameplay

*New class: "Bard"

*New Weapon: "Basic Guitar"

*New Enemy: "Blinding Enemy"

- Getting hit by this enemy creates a "purple splash" on the screen, it slowly dissappears

- The enemy only starts to appear at wave 40, press 0 to spawn him at DevRoom

* New Perk: Reroll

- You can now reroll the perks you can choose when you level up if you have enough rerolls

- Whenever you level up the reroll recharge

*New Perk: Summon Soul

- You can now have small pets that have half of your stats, with a limit of 4

* New Perk: Heart spawn

- When enemies die they have a chance to spawn a heart that will heal the character a little bit

* New Perk: Slow

- When enemies get hit by your bullets, they lose x% of their base speed

*New Perk: Bleeding

- Each bleed perk increases your base bleeding damage

*New Perk: Shards

- Each shard instance creates 2 smalls bullets in a random angle when the enemy dies

*New Subclass system:now your normal classes can have variants

- The mage has two variamts

- New SubClass: Nekomancer

-New Weapon: Nekonomicon [Has a small chance to revive enemies to fight alongside you for some seconds]

- New SubClass: Alchemist

- New Weapon: Potion(X) [Has a random chance to give random effects to enemies]

-NEW SYSTEMS

*Effects/Elements: Made a bad effect system for the enemies, now they can get poison, bleeding and stuff like that

- New Effect: Poison (The enemy take 2 damage each 90 seconds 4 times for each poison instance)

- New Effect: Burning (The enemy takes 2.5 damage each 90 seconds 4 times for each burning instance, but he also he moves/shoots quicker)

- New Effect: Bleeding (Permanent, the enemy takes bleeding damage x amount of bleed he currently has every 60 seconds)

- New Effect: Stun (The enemy stays still for 120 seconds)

- New Effect: Slowed (Permanent, slows the enemy with each stack)

- New Effect: Frozed (Insta dies, creates an ice block around the enemy, exploding in ice shards when attacked)

- New Effect: Curse (When an enemy dies, it gets revived as a zombie cat, attacking enemies and slowly dying, last some seconds)

- Every effect is showed on top of the enemy, with its own sprite

*New revived entities added:

- Every enemy has a neko zombie sprite now (full and outline [Except the multiply enemy])

- The close distance enemies follow enemies around and do contact damage

- The far range enemies shoot at enemies

- The healer enemy now was a damage circle, that deals damage on every enemy inside it

- More tweaks and extras to come next updates

*Made a new SubMenu system:

- The SubMenu purpose is to make the menu better and more player friendly

- There is a SubMenu for the SubClasses and for the Weapons

*Inventory System:

- The logic behind showing the perks the player has and the effects the enemies are currently showing

- Minor adds

*Music tone color: Each bullet from the guitar will get a random sprite and color

*Music tone sound: Shoots with the guitar will play a musical tone, shoot them quickly to make a music

*Invincible: Invincible mode for gamedev room

*Pause menu:The pause menu can be activated during the perk choose

*Collision numbers: When the enemy takes collision damage, the damage number appears

*Health bar effect: Added a delayed damage effect to the health bar of the enemies, because its fancy

*Heal numbers: When the enemy healer, heals an enemy, the number of the healing is shown on the screen (green number)

*Health bar effect part 2: The delayed damage effect appears on the player as well

*XP bar effect: Added a small increment effect on the xp bar

*Sound menu: New sound menu options, you can increase the game volume, the sound effects, the music and the menu sounds too

*Inventory Perk: Show current perks on the screen

-You can enable and disable it by pressing Q

*Actual fire: Added a 25% burn effect on the fire bow

- Minor changes

*Healer nerf: Healer takes 1.5 seconds to heal instead of 1 second

*Enemy buff?: Increase enemy aim speed

*Sprite change: Changed the sprite for the max health perk to make more sense with the new perk

*Sound group: Changed the way the sounds effects were working, now they work as a group

*Quick enemy nerf: The fast enemy now moves a bit slower



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