0.3.3
Last update, 0.3.2, was badly broken at the end of the first area. Since nobody's playing the game much lately I decided to fix the thing and add some more before updating. The final boss of the Lower Sections now shouldn't cause a crash back to desktop. Hopefully the old content stops breaking .
Free access content reminder, planned for 0.3.X a while ago :
- Finished Golden Fortress. 🟨
- Finished BoH. (Untouched yet)
- Academy's hub area + Player home. 🟦
🟨 - Decided to focus on filling almost every empty room I implemented last time. The main path of the GF now shouldn't have any completely empty rooms and you can traverse it from start to finish as was originally planned. That being said there's still an ungodly amount of work left before the area is properly finished.
Note that the final boss for the GF is still completely deactivated.
🟦 - Opened some of the Academy that previously wasn't accessible and sent you straight to the end of the game loop (the sanctuary) at room J2A7, which is the door to the part inhabited. Now the warp to the end will happen after J2C1, a room that collects every alternative portals in the inhabited parts and sends the player to the last room of the academy, J2I10B, bypassing everything I'm working on after that that cannot be played yet.
J2I10B and J1I10B are two rooms at the end of the Academy and the Fortress respectively that sends the player to the Chapter 18 title screen. Everything after that is the Sanctuary, which now has a small fraction of it playable, including the angel boss fight that I previously talked about.
Note that the player's home is now accessible by going through the inhabited parts at the beginning of the Academy, throught the temple and through a portal in the third room of the temple. This is very early WIP content and misses a future intro cutscene with a main character introducing the place to the player. This will warp the player there in the future but for now there's a portal you can use. Most of the functionality of the player's home are inaccessible for now as there's a lot of unfinished, game breaking stuff in there.
Other changes and additions:
- Added two big cache types that drop a whole bunch of it's associated basic item. (One for glass shards and one for blood vials) Added a few to the game already, often surrounded by a couple destructible resource blocks dropping the same item.
- Added a new type of block that can disappear when impacted by a projectile. The only one made so far reacts to Devilfire fireball but I'm thinking about adding one for the basic Whitefire fireball and one for the bolts. I've sparkled those in and added them throughout the already playable areas.
Files
Get Left In The Dark
Left In The Dark
Status | In development |
Author | Foxy HxC Macfly |
Genre | Platformer |
Tags | 2D, Atmospheric, Boss battle, Difficult, Horror, jumping, Metroidvania, Monsters, Perma Death, Traps |
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