Changelog v0.1


0.1 Changelog

Happy new year! (:p)
Update coming way later than expected since I couldn't actively work on the project.
But at least it has almost everything I had planned for it!

  • New Stuff
    - Defeat the beasts and get a chance to learn new skills (cards) from them:
    You'll see a lewd winning scene with a few options.
    Choose the right option to get a new card for your collection!
    Thanks @Pandosham and @foxzae for the feedback! Your comment helped coming up with this feature.
    - What do most roguelikes have? Yep, a minimap;
    - Fog of war! You can't see the entire cave right from the start;
    - Enemies may sometimes drop food (thanks @mashmalo);
    - Player progression. You get experience for defeating monsters, with enough exp you level up!
    - Defeating an enemy grants you 1MP (maturity points) which can be used to unlock new cards;
    - Each level grants +5SP (stamina points), +1 attack, +1 defense (for now at least);
    - Leveling up also heals you to full SP/AP (ability points).
    - Caves get progressively bigger and more packed with enemies the deeper you go.
    - Enemies will get stronger too!
    - You can find lost pages of a diary, written by one of the many cave's victims, scattered through the floors;
    - You can now customize your deck. The deck you bring to battle can handle up to 8 cards;
    - Reworked weaknessess
  • Visuals
    - Your stamina and action points are always displayed. (Before they only showed up when in battle);
    - Smoother movement;
    - Enemy weaknessess are displayed once you discover them;
    - Enemy status are displayed when in battle;
    - Added a background parallax for the caves.
  • Bugfixes
    - The dialogue "Skip" button was not displaying correctly sometimes;
    - You can't open the menu while in battle;
    - Howard will talk about move types when you first hit a weakness, not when you first enrage an enemy;
    - Enemies won't aggro you through walls anymore.
  • Where next?
    For v0.2 I'll be focusing on finishing the art for every beast/character and improving some of the stuff done for v0.1 as well as finishing the ones that didn't make it for this version:
    - The NPCs Qetesh and Pandora (mostly bug fixing and giving them a bigger role other than just chatting. i.e. sell items/give hints);
    - Intro story (unfinished CGs);
    - Saving is a little buggy after the card unlocking mechanic, so it will have to wait too;
    - New card effects. Right now it's all pure damage. The game desperately needs card effects.


Thanks for everyone who followed and added the game to the collection during the Barajam!

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