Ferulorum(V-0.1.07) Time To Grind

https://store.steampowered.com/app/3408900/Ferulorum/
steam page
this week will have only one image, a meme of Sisyphus endlessly rolling the stone and having learned to love the labor. (he's just like me)
I swore that I would not bother trying to do the save system a smarter way and would just do it the hard way that I know works, I broke and waisted a bunch of time trying to figure it out again (didn't work) the fist thing I'm doing on the next project is the save system.
I spent a lot of time this week fixing bugs and trying to bring lose ends together very little I can show but this is important drudge work that must be done.
Next week is more of the same the most interesting things I will try to get done are the end game which will just be still images with text telling you won and had a happily ever after and id like to get a bunch of sound effects in.
So this is a short update a bit of silence before the storm while I've been expecting putting this on steam to be a nonevent, I did put A lot of love and work into Ferulorum so I think it will be kind of sad to put it out and move on but I cant make it better unless I'm a better dev and I wont become a better dev without making more games.
Thats it for this one hope you all had a good week and hopefully next week is even better
Change Log
Version 0.1.07
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-working on save system
-recorded some sound effects
-changed item drop chance
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-every level button now leads to its designated level
-each of the final levels now has a different stage of the final boss
-final levels should now re lock once beaten
-final levels should now unlock in order
-3 final dungeons now have there own type
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-final three boss dungeons are set up they will need something to make them special
-all five of the castle levels are set up
-all five of the old battlefield levels are set up
-all five cave levels set up
-fixed some spelling errors
-all five first levels can now be set
-working on level button functionality
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-final level buttons are set up just need to be given actions
-the second and third final level unlock in order
-the first of the three final levels will unlock after 20 levels have been beaten hopefully this adds some strategy to the game since there's 25 normal levels
-started making buttons for final level
-resized and adjusted all buttons
-fifth hero button in and working
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-fifth button is in and seems to work
-started on making an extra hero for higher button
-added a counter that tracks levels completed will be used to unlock last dungeon
-all castle enemies now weak to magic damage and have high dodge and hit chance
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-right now all enemies have rudimentary scaling on all stats may change this
-most abandoned town enemies now pierce armor and damage lowered
-all old battle field enemies attack and speed raised defence and health lowered
-all caves enemies defence increased health decreased
-all forest enemies stats changed
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-commented each enemy for organizational purposes (will help balance a lot soon)
-all castle enemies weak to magic attacks now also gave them a dodge chance boost
-castle town level one enemies all have piercing and low damage
-heros with piercing should be able to kill them in one or two shots
-level one old battlefield enemies now have 0 defense, lowered health, raised attack and speed
-the giant limus boss now has 60 health
-level one cave enemies now have 4 deterrence and lowered health and attack
Get Ferulorum (Beta build)
Ferulorum (Beta build)
Retro Fantasy Auto Battler
Status | In development |
Author | Narcitheus |
Genre | Simulation |
Tags | 2D, Atmospheric, auto-battler, Fantasy, No AI, Pixel Art, Retro, Singleplayer |
More posts
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- Ferulorum(V-0.1.05) Shop & Save32 days ago
- Ferulorum(V-0.1.04) Saturday/failure39 days ago
- Ferulorum(V-0.1.03) Backend&Bugs45 days ago
- Ferulorum(V-0.1.02) Save52 days ago
- Ferulorum(V-0.1.01) Items59 days ago
- Ferulorum(V-0.1.0) Beta66 days ago
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