Re: infini crawl, text dungeon crawling rpg similar to the wastes.

Sorry for the long delay but I've uploaded a new version of InfiniCrawl to itch.io and my website. Here are the links just cause i have them handy:

http://games.buddywagner.com/InfiniCraw … Crawl.html
https://malachi1616.itch.io/infinicrawl

This update is a major overhaul to the game. It required huge rewrites and nearly every system in the game was touched on some level. Here are the major changes:

New Summer event active from now until August including a new zone with zone-specific enchantment, consumable item and zone effect. Also, I've already got the fall event mostly planned out and ready to go. After fall, there will be very few, if any special events. I don't want to turn this into a crazy event game to the point where its annoying. Also once you retire you can get a pet that allows you to time warp into seasonal events, so that you dont have to wait all year to get the seasonal achievements.

I've lowered the retirement level to 50 and changed the way retirement works, subtly. When you retire, you will now get a 5% xp bonus and increased starting level to new characters which persists through retirements and stacks up. For example, after you retire your 5th time you would start at level 6 (5 extra levels), and get a +25% xp bonus. Enemies also get a little boost in difficulty and you will start to see new special attacks from enemies after your first retirement. Your level limit also goes up by 1 level per retirement. But you'll always have a 50 level span. So for instance, your second retirement will be at level 52, third at 53 etc. The last retirement will be at level 100 and as of right now that is effectively the end of the game. You can still go on forever, but you will no longer encounter new enemies after level 100 (until I expand, if I ever do, this is quite a lot of game content so far that a lot of people probably will not ever get to).

I am going to try to use these retirement breakpoints to add new content to the game. So for instance, right now, you must retire in order to get access to pets. The next time I release new content it will be behind the second retirement barrier and so on. There will still be new content added for everyone, but new game features that increase your character's strength will be behind retirement barriers. And it might not be single retirements, after the 3rd I might jump to 5 retires etc. we'll see.

I've removed the difficulty levels. Everyone will be playing in the same difficulty now. The whole concept of difficulty was introduced originally so that I didnt have to balance things and if the game was too hard you could just turn it down. Then it morphed into playing on easy until you felt like you could move up, but with no real incentive to do so. Now everyone is effectively on 'hard' all of the time. To combat this, you begin the game with starting gear to help you get over the first few bosses. After that you're on your own. There will be unlucky runs where you don't get very far, and the first part of the game might be a little tricky sometimes. Further tweaking may be necessary, we'll see.

Because of the difficulty change, I've also eliminated the fake "too long in this prestige" enemy buff that artificially increased enemy difficulty if you've stayed in the same run for a large number of scenes. This was hard to balance and this brings prestiging back to its original purpose, which was: to save your game.

Achievements have been changed. You no longer get a damage bonus from achievements, only a health increase. That is because, I've added a Bestiary system to the game. It works similar to achievements, but you collect new entries when you defeat a new enemy type (currently there are 168 types of enemies in the game). You get a damage bonus based on the number of enemies you have defeated in relation to the whole. So for example if you've defeated 50% of the available enemies (currently 84) you would get half that in damage, or a 25% damage boost. You also get a small damage increase for goes up based on your total kills. This is basically phase 1 of the bestiary, I do plan on having bits of information about the enemies in this as well as you acquire more kills, more information is revealed, but thats down the road a bit. Ther bestiary, like achievements is on its own tab that will appear after you make your first kill and this data is saved in your save string along with everything else.

Companions (previously called Pets) has been reworked quite a bit, not that it matters, since the level 100 retirement requirement hadn't been reached yet.

Some new things can happen to your character, like becoming paralyzed or burned by certain attacks.

Potions have had a bit of a rework. You can condense the potions you have, reducing them by half to make all potions more powerful. They will also become more rare. This equates to the same basic amount of potion healing overall, but less clicking of the drink button.

Energy has also been reworked. You will no longer passout if you run out of energy. Instead your attacks will become weaker. You no longer have an 'Eat' button, it has been replaced with a 'Rest' button. Resting will recover as much energy as you can, based on your food amount, at 1 energy per food. Water bonus no longer contributes to the effect of food, but it does contribute to nearly every other consumable now. Resting brings another new hazard though, in that enemies can ambush you while you rest, the longer the rest, the more likely the ambush.

Food is a resource that you'll want to stock pile, because companions require food to gain levels. There will be times when you'll be low on energy but need to save up to level a companion, and have to suffer through the low damage output.

I'll be updating the wiki later today as well.


As always, the standard disclaimer: I've tested it A LOT. But I can't catch everything on my own, please let me know if you run into issues. Also let me know if the later scenes are too easy. I think they might need a little extra bump.

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