Labyrinths 3rd Alpha
Labyrinths of Elfhame » Devlog
Hello Everyone!
Another huge collection of bug fixes, additions, and yet even more polish. Buckle in, there’s a lot.
This version includes a real actual tutorial, and the beginnings of a dialogue system that can be used for the single player campaign later.
Patch Notes:
UI:
- Fixed Debug toggle in menu to show Astar Grid correctly
- Adjusted size of in-game menu to give more screen space to gameplay
- Added second menu that encapsulates current essence, currently selected tower, and character ability cooldown.
- Added the ability to change tower color on character select screen with the bumpers or triggers. Default colors are colorblind safe.
- Crit visual effect uses player’s chosen color.
- Stats screen at the end of a round scrolls and shows additional stats for each player
General Gameplay:
- Tutorial waits for the path to be of a certain length before starting. This lets players experiment with the maze building aspect safely to understand what type of tower placements affect maze length.
- Players will see an arrow on their character pointing to the most recent ping from each player.
- Towers that give buffs now have additional indicators. Namely when viewing a tower’s stats it will show which towers it’s giving buffs to, which towers it’s receiving them from, and will also play a little growing hexagon animation at random time intervals.
- All characters now have a tier 4 tower!
- All towers now have idle animations (with two exceptions), and some designs have been updated or reworked.
- Tower selections can be changed with triggers as well as bumpers on a controller.
- Settings for sound, fullscreeen/vsync are saved and read from disc.
- Fixed a bug where multiple players viewing the same tower would cause the range indicator to disappear.
- Towers now wait to fully spawn until there are no enemies on the tile. Towers also can’t be removed before they’re fully summoned, reducing some effectiveness in looping enemies by destroying towers.
- The temporary path now shows a marching line of particle effects to indicate direction.
- Added a short fading effect to projectile noises so walking off screen isn’t so jarring
- Added visual effect on enemy death that shows how much essence the kill was worth, and shows via player color who collected the kill. This can be toggled off in the settings menu under “Show Essence Gained”
- Reworked map order on selection screen, and changed map #4 entirely.
All Characters:
- Every character now has an “Ability” where they can press Y on a controller to take direct action against the invaders of Elfhame. This encourages players to walk around more, and adds an additional layer of strategy.
Towers:
- Added another tower type that spawns effects that stay on walkable tiles within the tower’s range. So far this type is only used for Pitcairn, but will be used for the Fire character in the future.
- Further refined and optimized the feature where towers can give new enemies to a projectile if the enemy it was targeting dies before it can fly away from the tower. With a large amount of projectiles the previous iteration could cause the game to slow down since a timer object was attached to every projectile for a few frames. There’s still some lingering projectiles which need attention, but for the time being I’m trading perfect consistency for performance.
Jezebel:
- Added Tier 4 Tower: Queen’s Chosen. This powerful support tower gives 8 additional base damage to all adjacent towers
- Added idle animation to Lord of Blades.
Nina:
- Added idle animation to Wintermaul
- New Ability: Freezing Field. Slows enemies in a 3 tile area by 50% for 5 seconds and deals X damage.
Dignos:
- New Ability: Lightning Strike. Deals 5 damage to all enemies on a tile, and gives adjacent towers +25 attack speed for 5 seconds.
Pitcairn:
- Reworked all tower animations
- New Tower: Crystalizer. This powerful tower spawns crystal sigils that stun any enemy that touches them for 5 seconds. If the enemy falls below 50% health while stunned by this tower, it instantly dies
Icarus:
- Reworked previously removed Cyclone Tower. Launches 3 bouncing projectiles that deal 5 damage each.
Files
Labyrinths_fourth_alpha.exe 107 MB
Jun 26, 2024
Labyrinths_fourth_alpha.x86_64 109 MB
Jun 26, 2024
Get Labyrinths of Elfhame
Labyrinths of Elfhame
Couch co-op tower defense game about building mazes.
Status | In development |
Author | BriiMawler |
Genre | Strategy |
Tags | 2D, Co-op, Cozy, Cute, Fantasy, Godot, LGBT, Split Screen, Top-Down, Tower Defense |
More posts
- Labyrinths 4th Alpha43 days ago
- Thanksgiving BuildNov 23, 2023
- Labyrinths of Elfhame 2nd AlphaSep 17, 2023
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