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Minor UI Improvements + Bugs

Not a huge patch, but iterative. Sorry it's been a busy week!

[ UI ]

  • The health indicator + shield indicator now shows on the left hand side by default.

  • You can toggle this to revert back to the right hand side in the Options Menu -> "Other" -> "Health # on Left"

  • Enemies now throw a little pickaxe to indicate they are doing damage. It's not perfect and will be improved further.

  • East Wind battle modifier now has little wind particles.

  • Updraft shovel and it's upgrade now also has little wind particles when they trigger.

  • When damage is taken and blocked by shield, the shield drops a little shield to let you know. (Also not perfect.)

  • Spear Shovel has had icon slightly changed to make it visually more clear.

[ BALANCE ]

  • Angry enemies now "grow stronger" each turn. Example with a hypothetical enemy

  • Calm enemy: [Turn 1] 3 damage, [Turn 2] 3 damage, [Turn 3] 3 damage.

  • Angry enemy: [Turn 1] 3 damage, [Turn 2] 4 damage, [Turn 3 ] 5 damage.

  • This added strength "persists" until the enemy is defeated. So, the angry enemy above, if they became calm, would still do 5 damage every turn.

  • Key Collector (upgrade to Key Strength) has had it's effect slightly modified to be more helpful. Before, it was making unlocks actually more difficult, an unintended consequence.

[ BUGS ]

  • Feedback on the main menu now correctly leads to the feedback form, not "Other". (Thank you for the bug report!)

  • Upon defeat, bosses should stay on screen slightly longer before disappearing so it's more likely to see the total damage done.

  • A few purple trigger tags were missing, particularly on Copy Tiger.

[ ACKNOWLEDGEMENTS ]

Thank you to everyone for your energy and encouragement.

I wanted to address 2 pieces of anonymous player feedback:

"Chests with 2 of the same gem are almost impossible to open imo :)"

  • I was thinking something similar recently. Because chests with 2 of the same are going to necessarily cause a forge. I might have it limited to chests with only 1 lock, or maybe limited to enemies with extremely strong defenses, or I might try to code up something to make sure it never happens. I will probably prototype one of these locally and see how it goes. I'm not sure if it'll be next patch or 2-3 patches away.

"Nurturing Mother is a trash boss. :("

  • I think Nuturing Mother seems to catch players off guard in a way that's not fun or fair, and I'm sorry for that. Recently there's been a discussion on the Steam Community Hub from another player with a similar experience.

  • In short, I'm leaning toward something like the Earth Mother has increased defense unless a diamond is forged, but not full-heals.

  • Back when the HP was something like 3000, it was sometimes more feasible to one-shot kill the boss (e.g. TimeToGrind's playthrough video), but this was also equally kind of disappointing. So I will try to add in a little more build flexibility while still encouraging a unique condition.

  • Additionally, I need to reflect more on the sheer amount of tar / lava, it might be a little too much.

[ NEXT PATCH ]

I am excited to try and improve performance. I noticed recently on Steam Deck that the game is chugging a little bit, especially with a lot of rocks. (Turning Lighting to "Max Perf." helps on steam deck).

I'm going to see if there's anything I can do to improve it further, so it's a bit uncertain whether that will bear fruit, and how much (if at all) it will help. I will keep an eye on feedback, as well as the notes above about Earth Mother and same-gem-locks.

I also want to do a little marketing to see whether the new UI + gameplay changes are overwhelming for new players.