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Gameplay trailer.
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I continue to improve the second phase of the boss fight.
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Added a surface system to the game.
Using pockets, you can throw various items that create oil, water, fire, and poison. When a character steps on such a cell, they are afflicted with the corresponding status effect. You can also transform one status effect into another. In the attached animation, the character first throws oil, then sets it on fire, and then extinguishes it with water, creating water vapor that inflicts blindness and vulnerability to electricity.
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I decided to explore combinations.
The game features 5 playable classes with 6 equipment slots each. Each class has 5 sets. Weapons require a class, and items can be mixed. In addition to different stats, pairs of items provide a passive special move. Classes already have active moves that can be used once per turn. Plus, they have pockets for carrying consumables. The goal was to allow for build development. I also wanted to lay the foundation for synergies between items/classes/skills/surfaces.
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Over a month, only 29 wishlists. I think I'm doing something wrong :)
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Summer atmosphere
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Midnight in the Forest
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Today I plan to continue working on content.
I'll rework a few characters in the dialogue.
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Today's plans include working on character skills.
Adding new progression levels.
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Today I worked on fixing bugs related to equipment modifiers, along with some minor rebalancing of attack power.
Steam:
s.team/a/4841570
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A fragment of a cut-scene
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Improved attack zone detection!
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