Extended the Demo!


The second floor is finally done, outside of a little bit of polishing and world building. It's a big step up from the first floor, adding an entirely new skill to the mix allowing the player to dodge the next incoming attack as well as more complex enemy patterns that involve counter attacks and really keeping an eye on what the enemy is doing to best prepare your next move. It's also a lot more open ended in terms of exploration, the player having access to the entire floor from the start unlike floor 1 where the entire outdoor area is locked behind a puzzle.  I've decided to include the second floor in the working demo as well to show off what the combat system really has to offer, further hammering in the concept that each encounter moving forward is going to be somewhat like it's own kind of puzzle, figuring out the best and most efficient way of tackling an encounter and balancing your resources.


I've also made a few minor balance changes and bug fixes, as well as changed how a few puzzles work:

-Reduces the Max BP/MP boost from Enduring Talisman from 50>25. It was a bit too big of a boost that trivialized some of the F1 content, especially with the liberal use of items. 

-Increased the cost of healing items in the shop. Between the money you get from combat as well as the money farming method later on in F2, a slight price increase was warranted. Items are mostly meant as a difficulty modifier to make fights easier for those who need it. Most combat encounters should be doable without items with careful play, but even so,  the 50 ¥ price tag was too inexpensive.

-Yukki-Onna no longer leads to a game over. Thanks to some sage advice and noticing a bit of a trend with my play test team, most of them ended up running into her before the zombie, and with little more information to go on than just the scroll in the changing room, it was the first encounter they had. It was definitely one of the more poorly implemented puzzles in the game,  and with such a steep consequence of a game over for failing, I reworked it so it simply teleports you to your room on loss with another tiny nudge in the right direction.

-Added a line of tutorial dialogue about how CP damage is calculated. Just a little blurb letting the player know that even if they dodge an attack that causes CP to increase, they'll only dodge the BP/HP loss and still take the CP hit. It's more a limitation of the engine in how CP calculations work but having an in-lore explanation or even just acknowledging it happens that way should lead to a lot less confusion on the player's part.

-Updated Artwork. Not sure if the updated art was in the prior version, but updated the battler graphics for: Kyouko, Yuuki-Onna, Slit Mouth/Kuchisake-Onna, as well as some sprites that were planned for the second floor and not in the prior version.

-Updated Music. With the exception of the title and game over themes, all music is now custom original work composed by myself. 

I've also added a few images of enemy sprites now in the game, as well as one planned for the upcoming 3rd floor as a bit of a teaser. 

I've got about 2 more weeks of clinical left so progress will probably pick up speed after Dec 9th when I have a bit more of an open schedule to just plug away at things. Enjoy and feel free to comment with any thoughts or feedback!

Files

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Nov 27, 2022

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