Update #7 - improved patterns system
Kinda lost some time to procrastination today, but still managed to rework patterns system. Now instead of full room patterns, there are smaller patterns, occupying certain part of room, which form enemy layouts for rooms. There is still limited amount of pattern pieces used in general, so will be not possible for every room to be fully packed with enemies (besides, each room is limited to have 4 patterns at most).
Tomorrow is big free evening, followed by weekend, so I will start working on balancing. E.g. melee enemies feel mostly harmless, as they never have chance to attack. Maybe I will also add some tweaks, like making keys to rooms with biggest amount of patterns (current placement is random, and it might be room with single pattern of weak enemies). I hope, I will be able to get more or less balanced final version closer to Sunday.
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Discharge
Energy-driven roguelite TDS
More posts
- Prototype v4 - post-jam updateMay 05, 2019
- Minor update - in-game hintsApr 21, 2019
- Update #8 - final versionApr 20, 2019
- Update #6 - game end conditions and reinforcement + playable versionApr 17, 2019
- Update #5 - more content for rooms!Apr 16, 2019
- Update #4 - workshops and improved pattern systemApr 15, 2019
- Update #3 - energy comes into playApr 15, 2019
- Update #2 - big firefight in a small mazeApr 14, 2019
- Update #1 - "walking" updateApr 13, 2019
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