They include blocking mechanic for player and few mechanics for enemies, like ability to be stunned by blocking and throwed vase and do combo attacks.
Blocking for player costs by them items durability, some attacks can break down your block and make you an easy target.
Every enemy can be stunned with certain conditions, for this test enemy the conditions are blocking and throwed vase.
Enemy comboes are unique for every enemy type, someone can break down your block with heavy attacks, and an other one simply will hit you with fast, but weak attacks
Next up
A liiiittle Sunday screenshot :>
Knight? Shooter? Booth? It`s up to you Every sword need to be charged to increase it`s damage.
Hey, I'm still alive and working. Optimazed lots of geometry and AI. Gameplay is too raw for now, so here you are some screenshots :p
Your fellow Jolters are still hard at work making GREAT #GameJoltColors25 art!
There's still time for YOU to be part of it. Check your quest log to get started.
All artists are tagged below! 🔽
Added some rooms and testing stability of generation, but it`s still a lot of work ahead
This week's #FanArtFriday celebrates the release of #SecretOfTheMimic!
Accept the quest to get started.
Added some new props. Continueing working on the procedural gen (I hope I ll add doors someday...)
Minor update time! In Collecta if you decided to become a 6 handed monster await for consequences! Every extra hand or organ will increase your defectiveness value, so as more you are modified, so the betray chance of your body increases
This week's Fan Art Friday celebrates Five Nights at Freddy's! Accept the quest in your quest log to get started.
Hey guys, I'm still alive! Great news incoming ''< The shooting system is finished as one of the main game mechanics. By now, I decided to finish base game mechanics and then work with graphics, quests and servants types
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