v0.3.1: The 'Get On With It!' Update
Another 6 months have passed since the last release. Crazy, I know! I'm finished my degree, so you'd expect I have all the time in the world to work on this... but it's been quite the opposite. Turns out the job market sucks right now-- might post more on that later (probably not). Without a source of income, work on the game has ground to a halt. I've had the pleasure of showing the game at a few events over the past months, but it can be grating to hear the exact same feedback every time and have no practical way to implement it. Of course I want to add indicators, and animations, and tutorials, and Mac support, etc. etc. etc. but I am just one very tired, hungry & stressed person. One day I'll get around to all those things but for now all I can handle are little bits and pieces.
So, did I fix all known issues and/or implement the planned changes for this version? Not even close. But I realized that it was about time to update the game with the pile of quality-of-life changes that I've been building since last spring.
Here's the changelog:
Major Features:
- Actual Player Sprites
- No more default RPG Maker protagonist! Natalia (my wonderful artist) and I went back and forth on him for a while to hash out the style and ended up with something I think looks pretty good. The rest of the game still needs a fresh coat of paint, but ideally this guy's around for the long haul.
- 8-Directional Movement
- Along with new player sprites comes the ability to move diagonally!
- Enemies are still locked to cardinal directions, but will catch up by the next major version.
- Fullscreen Mode
- The game is much cozier now that it's in exclusive fullscreen by default.
- For those who want more control over their experience, it can be toggled back to windowed mode by pressing 'F' while paused or on the main menu.
Balance Changes:
- Enemies deal 2 damage per hit, which should make learning the game far more forgiving.
- Eventually, enemy damage will scale with difficulty and game progress... so if this version feels too easy, just you wait!
- Some really strong tiles have had their damage nerfed to prevent instantly killing enemies regardless of what word is formed with them.
- Rough damage indicators are planned for the next major version so that you're no longer purely guessing how effective your word is.
The Rest:
- The 'Quit' button in the pause menu has been replaced with the option to return to the main menu.
- This makes demoing a lot easier for me and it means you don't have to intentionally die to return to the main menu!
- You can now use Backspace to remove the last selected letter.
- Typing to submit words is planned, but it's much weirder to handle than I had thought.
- Swap Mode no longer requires confirmation, meaning swaps will occur instantly upon clicking any hand tile.
- The ability to execute a swap in the opposite order (by selecting a hand tile and then the swap button) is planned.
- Entering Attack Mode now auto-targets an enemy within range.
- Currently, it prioritizes from top right to bottom left, but is intended to work according to the player's facing direction.
- Players should now face the direction of their target and vice versa.
- ...except for when they don't. Failure to do so is a known bug and should be patched in the next update.
- Double-tap dash has been disabled from the previous version due to uncontrollable speedups when quickly changing directions.
- It should be re-implemented by the next major version.
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Wordlike
A word-puzzle, roguelite dungeon crawler.
Status | Prototype |
Author | Jsparxs |
Genre | Puzzle, Educational, Role Playing |
Tags | Roguelite, Word game |
More posts
- v0.3 Update: It's a Game!May 23, 2024
- CrossroadsMay 07, 2024
- CRUNCHApr 22, 2024
- The Making of a Logo (Kinda, Sorta)Apr 09, 2024
- One Year Later...Mar 27, 2024
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