Hey everyone!
Firstly, a huge thanks to everyone that chacked out the demo and gave it a play! The feedback from players has been excellent and I'm really glad people are jamming with the game 💖
Headline news is that I'm currently working on a couple of big features!
Challenge Tables
These are small tables that will give you a chance to grab some rare (or maybe even exotic!) loot, you'll have to overcome a flippin' hard challenge to get it though! I have a ton of ideas for these and I think it's a great opportunity to throw in some weirder and wackier gameplay.
Some examples are a Breakout style table where you have to break all the bricks as quickly as possible. The faster you do it, the better the reward! Or a challenge to collect as many coins before the time runs out! Or a precision challenge where you need to hit certain features as quickly as possible!
Meta Progression
A lot of people have been asking "hey, whats up with those acorns, what are they used for?". Acorns will be used for the permanent upgrades that will be made available outside the game. The current plan is to have something like the Collector in Dead Cells, where you can buy unlocks that can be used in subsequent runs. This might be single Spells or Runes, or maybe characters with specific starting Spells and Runes. I'm still feeling it out, so final design tbd 😅
Smaller fixes and features
There's a bunch of smaller bits to be implemented based on player feedback, as well as some tuning and balance.
Always give some health in campfire rooms.
Always give some loot in chest rooms.
More instructional feedback from the characters on what to do in each room.
Show health values.
Ability to reroll shop inventory.
Balance enemy difficulty.
Balance mana required for Spells.
...defintely more stuff as I get feedback or discover things!
Already fixed and live now
I quietly fixed a bunch of early issues that people hit and new versions were ready to download a week or so ago. I'm pretty happy there weren't too many.
Fix issue where the ball could get trapped under the plunger.
Add controller layout configuration for XBox controllers using Steam Input.
Fix the spider freezing any secondary balls it touches when grabbing a ball.
Fix issue where flippers would stop shooting magic.
Make the tutorial shorter.
Fix some spelling errors.
Fix sound sliders getting stuck.
I also added a few quick bits people were asking for.
Screenshake toggle.
Show the key for the map during room selection.
I think that about covers it! My current ETA is around October time but that might change. It's just me on the game and sometimes life gets in the way 😅 Let me know if you have any other feedback, ideas or issues and I can add them to the list.
Looking forward to making Pin-Crawl even better! 🎉
Thanks! X