labyrinthBeta
A downloadable game
Change Log
Added notes to the ground that provide a bit of story and some minor hints but nothing as crazy as direct instructions.
The minor side story and hidden super boss has been added into the game.
the super boss can be found in the last area going right twice then standing on the tile on the right side of the room.
Enemy damage in the final area has gone up significantly so now they can actually kill a decently leveled character.
the final boss now has working sound effects and a more reasonable damage variance so it cant just randomly high roll and kill you unexpectedly.
Early game area has had a very slight damage nerf (around 1-5%) to help with some edge cases.
The chest gold has been normalized and as of right now the chests are farmable to make it so people can test the super boss with minimal grinding. (the gold will be replaced with a full heal in the final version) to farm them pick one up and save and quit before any boss.
Hidden super boss.
It is a long fight with very high damage and multiple phases and takes attacks from the first and second bosses.
The fight also ends the minor story from the hidden notes that can be found in the first and second areas.
The boss has been tested but the damage may have to be toned down for magic builds.
New game plus just adds more life and damage to stuff its not really a major feature but I figured I may as well include it (the hidden boss does not receive some of these intentionally)
From the burn list
Must do
I fixed all the major bugs that were the cause of all the weird issues. I didn't change much so old save files may still work but would recommend a new save anyway and you no longer need to delete the old save just play a new game as normal.
the second boss was known to be very buggy and hopefully all of the bugs should be fixed except for the melee exclusive bug that ramps up the damage from hit to hit more then intended that has just been fully implemented as a feature to make the boss less of a tank and spank and now an actual threat.
The final area had damage increased for special attacks by up to 400% to force the player to invest in health beyond the 800 Ish needed to survive the big attacks from bosses. (they can still be skipped so possibly just a waste of time on my part)
Final boss that was also very very buggy has been retooled and given sound effects. Now should actually be very capable of killing the player if you just want to spam damage and ignore your health bar.
important
The story has been fully implemented and completely optional to engage with and not required to see the hidden boss. The hidden boss ends the story.
The hidden boss is a monster of a fight that takes aspects of all three bosses and combines them into one fight. The fight by far the hardest encounter in the game and is designed to be a constant struggle currently if you die you respawn right Infront of it instead of back at the town and can just run past it to the final boss if you cant do it.
Ambition
None of them were added as the hidden boss was so complex that most of the time was spent play testing the fight to ensure it was even possible to kill(it still might be too difficult)
known bugs/issues.
The sprites for the bosses don't go away after you kill them most of the time.
sometimes the town music will continue into the dungeon where it is supposed to be silent. same is true for another song.
The final boss can sometimes not kill you when the doom counter hits 5 (I'm not fixing this as it benefits the player and unless your build is very bad, or you want to do a challenge run you won't ever see doom anyway.)
The first boss if you let it power up for like 40 mins can crash the game (this should never happen in an actual game but if you want to try for it feel free)
second boss will sometimes not cast mana burst when expected or keep an element when it should not. the first part is a minor issue as the fight still works as intended the second part is strictly cosmetic
The final boss can sometimes if you manage to do enough damage can deal upwards of 1500 damage to you in edge cases this isn't a bug as its health triggers are just being stacked on top of one another you need around 2.5k in a single hit at a specific health threshold to see it.
the hidden boss Blade dance has an absurd damage range that may or may not be made lower on average with the high roll remaining the same just rare.
Sometimes the player health bar wont visually update but is still working as intended just looks janky.
the vampire can in some very rare cases kill himself from overflow shenanigans. as I find this funny it is now a mechanic and I will not be intentionally fixing this.
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