Game
Dragon Dreams: A Taste of Adventure

10 months ago

The BIG v2.0 is here!


Happy 2024, adventurers!

Last year, I was working hard on the main upcoming game, Dragon Dreams 1: The Nightmare's Wake, but towards the end of the year, I ran out of creative juices. As a result, I decided to return to this, the first game, released almost 5 years ago now, to do a BIG update that I'd built up a list of ideas for!

Version 2.0 is now available, and considering the jump from 1.7 last time, it's a big one with lots of significant new content and changes!
- 5 new modifiers to change up the gameplay
- New progression changing items in the inventory
- Heavily rebalanced magic and weapons
- New secrets
- And a plethora of other changes and fixes both big and small.

Full patch notes, as always, are at the bottom of this post, and in a text file included with the game.

I hope you enjoy!

(Your virus scanner may detect the .exe as a virus, but please do not worry, it is not. I understand if you don't want to take the risk, but this is seemingly a common problem with Clickteam Fusion 2.5 projects.)

Happy adventuring!

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PATCH NOTES:

Additions:
- ADDED NEW MODIFIER: Big Shot (Doubles the size of all enemy projectiles)
- ADDED NEW MODIFIER: Tiny Terrors (Halves the size of non-boss enemies)
- ADDED NEW MODIFIER: Random Health (Non-boss enemy health is randomised higher or lower within a range)
- ADDED NEW MODIFIER: Death Toll (Lose a certain percentage of money upon death)
- ADDED NEW MODIFIER: Survival (Shrines do not restore HP or MP, you must rely on drops and potions)
- Added more information to Options
- Added Space Bar interaction in the Modifiers menu to randomise a selection of modifiers
- Added currently equipped mana cost indicator on the mana bar
- Added Money Chest tracker to mini-map
- Added 2 new inventory items, to change progression in the "dungeons"!
- Added new secret(s)
- Added extra money chest(s)
- Added visual pickup notification when you get a Gem
- Made pickups get drawn towards you from a close range
- Made grass regrow over time when outside of the current screen
- Added some barriers that close in certain screens until enemies are defeated
- Made Health and Mana Upgrades also restore some health and mana when collected
- Added some new graphics

Changes:
- Changed Brawler feat into Hoarder feat (it didn't work properly sometimes anyway)
- Changed names of Health and Mana Upgrades, to match the other games
- Updated mini-map with colours to help you identify areas easier
- Reduced duration of enemy invulnerability after being hit by Fist weapon
- Made Sword and Hammer weapon's ascended attacks match the weapon's damage value
- Increased Staff weapon's ATK and SPD growth rate, to make it more viable
- Made Staff weapon's dream attack do more damage
- Made Hammer weapon's dream attack have a longer cooldown
- Made you able to change direction while dashing
- Stopped Dash from dealing damage to enemies
- Changed some inventory icons and names to be nicer and/or consistent with later games
- Changed some magic upgrade costs
- Reduced mana cost of most magics
- Made Fireball magic bigger as level increases
- Made Frost magic more useful in combat overall
- Reduced potion holding capacity to 3 potions, 1 elixir (from 5 potions, 3 elixirs)
- Changed how money chests pay out, to guarantee a certain range of money
- Changed already obtained/maxed items into coins instead of potions
- Changed visuals on doors and chests, to make the locks stand out more
- Moved some items/chests for the newly added progression items
- Chest in the church now always contains Mind Crown artifact, as Magic Ring can be found elsewhere!
- Updated waterfall and lavafall graphics
- Changed rocks in sector A-3 to open the upper path
- Changed rock positions in sector D-3 to provide a better clue
- Moved hint tablet from F-7 to B-8, closer to what the hint relates to
- Moved/removed some traps with Extra Traps modifier to prevent unavoidable damage during screen transition
- Changed some some other minor objects/walls
- Stopped fire basins from being randomised, to prevent potential impassable blockages
- Made Gold Slime health be random (within a range) every time one spawns
- Made some enemies deal 1 HP (half a heart) of contact damage instead of 2 HP (full heart)
- Updated enemies and some projectile graphics
- Added more immunities to some enemies, and weaknesses, along with a new critical hit sound
- Reduced wait between boss attacks
- Slightly increased chance for boss projectiles to become hittable

Fixes:
- Corrected and updated the written guide documents and map
- Tidied up lots of inefficient graphics tiling, for small optimizations all over the map
- Updated some old weapon and magic upgrade details in Poorly Translated mode
- Fixed unreliable Dash modifier usage after/during attack animation
- Removed an incorrectly placed Mimic enemy in sector C-4
- Fixed some buttons being rapidly pressed while standing on them
- Stopped you being able to hit the game ending object before the boss is defeated

... AND PROBABLY MORE THINGS THAT I FORGOT ABOUT!



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