0.7 Content update


We're happy to release a new update, and a big one !

We removed all healing spells from the game, changed some existing spells, added spells and relics. And more !

Core change : healing is out

We've always felt that healing in the game was a bit "anti" roguelike-y as you are supposed to protect your most precious resource : you health point. It was so powerfull that it shadowed the block mechanics and was a staple in every build. With the risk that you could heal to the maximum of you hp in a single fight. Killing the need to protect your hp, which is the core of this genre.

Share with us what you think of this change. Is it good ? Is it awesome ? Is it bad ?

Of course, enemies were adjusted according to these changes.

Minor changes

Upgraded spells now cost 2 energy

You finally restore all your health after each boss

You now keep your energy in-between turns

Spells changes

Boost :

- does not boost enemy spells anymore

- change power 3 -> 5

Power boost :

- it now fills all your timeline

- change power 3 -> 2

Vampiric strike :

- change power 4 -> 8

- "Healing orb" becomes "Vampiric orb : add 6 armor"

Counter attack :

- change power 1 -> "add that much counter"

Risposte :

- now adds 6 armor

- gain +1 armor everytime you gain one counter stack

Blunt blow

- boost bonus x3

Rigs (Upgrades) changes

Chain rig :

- bonus effect takes place after boost effects (it is stronger)

New spells

    Calm :

    - Create one Focus spell for each counter stack

    Focus :

    - Add one counter stack

    Shockwave :

    - Destroy all created spells and deals 3 time that damage

    Energy boost :

    - Use all energy to boost

    Perfect armor :

    - Consume all stack counters, add 2 times that much armor

    Headbutt :

    - Does 20 damage if it is the only spell in the timeline

    Transfert boost :

    - copy the power on the left of the timeline to boost

    Spell shield :

    - Gain 1 armor for each "free" spell in your hand

    Lightning armor :

    - Gain armor, double energy

    Morgenstern spell :

    - deal 1 damage for each XP stack on Morgenstern relic (see Morgenstern relic)

New relics

    Resilient : take 50% less damage when raging

    Yellow flask : BOOST dice are 100% stronger

    Blood catalyst : whenever you take non blocked damage : + 1 energy next turn

    Buckler : everytime you gain armor, you gain +1 counter stack

    Speed boot : fast dice are 100% stronger

    Storm shield : at the start of your turn, gain 1 armor per energy

    Blind rage : rage gives you +50% dmg

    Unleashed rage : you're raging under 70% hp

    Red feather : when you would die, you revive with 50% HP

    Acute sight : everytime you gain one counter stack, gets 1 XP. Gets 1 level every 10 xp. +3 counter dmg per level.

    Morgenstern : Upon pickup, create a Morgenstern spell. Everytime you create a spell, get 1 xp.

Files

yadg-html5.zip Play in browser
Version 0.7.5 75 days ago

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