We’re going to be a little busy next week, as we’ll be taking some time to prep for Ludum Dare. Ludum Dare is a global game jam that happens quarterly every year, it lasts between 2-3 days with its theme being voted on prior to the event. It’s a great opportunity to experiment, learn, and test your gamedev skills. If you’re the least bit interested in game development, jams are a great way to get started and connect with other devs. In fact, our team (and consequently Vagante) only came about as a result of us meeting each other through game jams. It’s no wonder we try to participate in every LD, either as a team or solo. We’re excited!
If you’d like to check out any of our previous (free) games made during Ludum Dare, here are a couple:
Two of Us
Chronodrive
RAW
Min
New/Balance
- New Boss: Abomination
- Some sprites still placeholders
- Improved cursor transitions in UI
- Faster MP regeneration during Intermissions
- Added new input action for exiting level.
- New Act 3 rooms.
- New Flame Aura item attribute
- Added skeleton summoning animation to BossNecromancer
- Teleport Scroll effect no longer instantaneous
Bugfixes
- No longer possible for levels to be generated without an exit.
- Boulders break when they hit BossGolem
- Shrines now have gravity, and will fall when underneath tiles are destroyed
- Fixed L2/R2 trigger icons being reversed
- Fixed long-standing bug where BossSpriggan’s plant children had much lower base hp instead of specific boss hp.
- Fixed several strange graphical artifacts in Zombies
- Fixed Goblin stun threshold (lower damage will stun them again)
- Fixed Necromancer & Summoned Bones sprite de-sync when frozen
- Fixed Bosses being hurt by SpikeTraps