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Version 17a

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