0.2.4




Changes/Fixes this version

  • Demon Lord boss, fixed several bugs as it is a pretty old boss in need of a remake already.
  • Big cache particles and sprite bug.
  • G.F Jail was a performance nightmare, In the process of remaking the room.
  • "Fighting cells" aura doors didn't open soon enough so I reduced their timer waiting time.
  • True death counter not increasing now fixed.
  • Some items were able to go into the negative when losing items upon death.
  • Fixed a hole in the floor that lead under the map.
  • Timer goes above one hour in minutes (e.g., 1H 112 mins) now displaying time correctly.
  • Started fixing a mistake I didn't see soon enough that made some props/furniture sprites appear with a weird offset causing them to float or go through the geometry.
  • Got rid of the dev/cheat menu in the export as it's causing issues.
  • Fixed every sprite/collision box mistake on the sprites on the Player. The body movement conveyed through the player animations is more accurate to the player's collision on the following actions: jump upward & downward, double jumps, wall grabs/wall slides. The result is more accurate platforming, and not getting damaged while it looks like the player barely escaped damage visually.
  • Added the leveling system that rewards finishing rooms and plays a role in things like enemies' HP pool calculations for example. I also modified the basic merchant to have an "experience transfer" service where the player can transfer XP points looted throughout the game and use them in some transactions into the player's level experience.
  • Modified the Jar God's Lair, added loot, decors, and changed some enemies.
  • Fixed every affliction's lava pools' damage functions.  (They now work(?) and all three are implemented)
  • Connected BoH to the Academy and added an aura wall in BoH. Also added rooms that were supposed to be accessible three versions ago, but some of it broke and took a while to fix. The extremely short previews of the Academy and the Sanctuary have been changed a bit: chests of the standard and coded types added, moved and added geometry, projectile refills,  furniture (including sellable items ones), NPCs/merchants.
  • Added a new neutral, very rare monster that roams a few specific rooms per NG and will spawn a fireball damage upgrade after a while.
  • Revamped the old bare-bones slow-mo mechanic into time control. The player now has a time control resource working akin to a stamina bar. It limits the use of slow-mo/time control and refills itself when you stop using the mechanic or deplete the bar. Added some visual effects whenever you're actively depleting the new slow-mo bar and when the player uses the interact action input.
  • Made massive additions to the Journal. The player can now find chips during the game that allows the journal to have new functionalities. It retains its basic info bank function from the start of the game onward, with or without any other chips added.
  • Included 4/5 chips so far, both their systems inside the journal, and the chips' loot items will be hidden in a few specific levels. The chips and/or added journal functionalities will be as follows when fully implemented: Notes, ???, Decryption Bank, Data Logs 1, Data logs 2, Apps.
  • There is now a way to decipher the demon alphabet.
  • Modified the top-screen and inventory UI to include everything above and fixed several mistakes when playing with UI-related difficulty skulls that hide away pieces of the UI. The top UI now displays something whenever you play with Devil May Die activated,  a red skull next to the difficulty skulls counter.
  • Changed some of the unlimited enemy spawners so they (partially) stop eating frames for breakfast.
  • Updated every tutorial prop in the "tutorial" section accessible from the main menu so the explanations reflect the state of the game better. 
  • Modified the "Pick your poison" screen (Difficulty skulls screen). Fixed some visual stuff to make it less confusing: now Piggy explains every skull in his usual snarky way in a speech bubble that pops in and out depending on which skull is selected or deselected.
  • Reworked the Challenger perma-boss from the Devil May Die difficulty skull. Added and changed some visuals, made the shurikens spell less unfair spawn-wise. Revamped its entire movement mechanics so it is better at keeping up with the player while moving around geometry. Gave it a unique HP bar and added damage functions. Killing it won't stop her, and she will be present in any other room where the boss appears currently, but it will drop valuable loot every time you "kill" it. Added her whispers sound effects.
  • Revamped most of the damage functions both from and towards the player. This will lead to cool stuff down the line. For now, any angel-type enemy now takes x2 damage when hit with Devilfire, including Archangel Asteraoth. The afflictions lava pools will one-shot the player if they aren't immune to that specific affliction type. Changed some HP pool calculations so they evolve with completed NG and player level (see leveling system).
  • I keep changing the MusicPlayer script that deals with the OST. Bosses still have battle themes, but non-boss rooms now have ambient music. Composed and added 3 ambient tracks and worked on a few themes.
  • Made a major art pass on old sprites and added new ones for things later down the line. Modified some visual stuff like the way projectiles, loot items, and other visuals react to lights, to make them more obvious. Also put a small outline on dozens of old sprites so they separate better from other items' sprites and the background.
  • Added names to the thank you section on the main menu.
  • Fixed and wrote a bunch of new and old dialogues for NPCs and merchants.
  • Probably a lot more I either forget or want to keep secret for now~.



Files

LITD 0.2.4.zip 330 MB
Jun 02, 2023

Get Left In The Dark

Leave a comment

Log in with itch.io to leave a comment.