Game
Quick Horrors
8 years ago

Version 0.2.0 released - Monster difficulty balanced, and 3 new rooms added


5d0b8c6daf0b3.png

Hello everyone :) After a hard crash and a windows installation, I finally had some time to work on Quick Horrors.

With this update my main goal was to make the monster more balanced when attacking the player. I wanted to make sure that everyone can beat the first level and that the difficulty would slowly step up as the player progressed throughout the game

Let me know if the game is easier, too easy, or still too hard. A average play through should take about a half hour to an hour. Let me how long it took you to complete or what stopped your from completing it so I can determine if I need to adjust it some more. Thank you :)

5d0b8c6faf185.png

Here is what has been added or changed in this update

  • Three rooms have been added. The total amount of rooms is now 43. All of them are still in the prototype phase and will be polished out in the future.

  • Changed the monster’s behavior. Made her less aggressive and spawn father away, giving the player more time to plan their escape and also prevents the player from running into the monster when she first spawns.

  • Removed some annoying effects and made the remaining ones less persistent.

  • Monster now rarely spawns in succession and now has a better cool-down algorithm.

  • Due to the monster spawning less, I made the daggers spawn less to counterbalance the difficulty.

  • Monster can only attempt one ‘jump scare’ on each level and it must be after the first couple levels.

  • Reduced the levels from 7 to 4 but made the remaining 4 levels a 1/3 bigger

  • Increased spawn duration and movement speed for the monster

  • Redid the atmos lighting in each level

  • Made the final level darker where the flashlight is actually usefulI plan on updating Quick Horrors on a fortnightly basis. Sadly I won’t get all the features I was planning done by the time Halloween shows up but, it is what it is.

5d0b8c7383c37.png

Here are my plans for the next few releases:

  • Death animations of the monster attacking the player instead of the red game over screen

  • Get the total rooms up to 50

  • make the menu ui more interesting that just flat buttons

  • adjust the room gen algorithm to do less room repeats in the level (It seems to be obsessed with the vase prison room)

  • get some of the rooms from proto phase to finished phase. Will upload concept art .

  • make a better monster design. Will upload concept art.

  • decide if I’m going to merge the survival mode with the permadeath mode and only allow saving for the campaign.

  • make an ‘endless’ mode available after the player has completed the game.

  • VR mode

  • Get the R trigger on the Xbox controller to actually do something.



0 comments

Loading...

Next up

Fan art for Foolish I'm feeling kinda better so I drew this

We made a lot of improvements on the Freezing Plains visual. Things like pine trees, tiny bushes, some rocks, and others game props!

#IndieGame | #IndieDev | #GameDev | #PixelArt | #WaifuQuest | #WifeQuest | #screenshotsaturday

Updated the chest in the maze, adding sound, particles and better animation. But what's in the chest?

One of the most critical update for Sunblaze demo. Now you are able to pet a cat! Finally!

Terraria

Why walk when you can jump?

An infected room from the second part of Cybel ! Are you up for some cleansing?

Alone Together....

If you’ve played the Vault demo and enjoyed it, please consider ‘liking’ the game page here on Gamejolt and/or leave a comment!

Also please consider tossing Vault on your Wishlist, I really appreciate your support!

https://store.steampowered.com/app/1251800

2d lighting experiment