This week, we are focusing on polishing endless mode, and bug fixes, and also keep working on developing the final chapter.
Game version description
Due to frequent version changes, game save files are easily expired. In order to solve this problem, the old version will be retained in the form of a test branch, so that if there are some game saves corrupted by game updates, you can always switch to the old version branch to continue playing
Largely improve the user experience of picking combat objects
You can hover the NPCs’ HP bar to pick them when it’s hard to pick NPC from its character model
Endless mode
Fixed the issue that multiple hostages appear in one combat
Design updates: Chapter 4 Left: General of East | Right: General of South
Left: General of West | Right: General of North
Optimization
Lions Pride and Lion's Blood now guarantee minimum Attack damage.
Do not show duplicated card effects if they are created in the same frame in order to reuse card effect
Increased character distance in combat
Blood Thirsty Blade is AOE and deals double damage instead of double base damage
Blessing Potion gives 3 Blessed
A blocked attack now also triggers Reposite
Phantom Candle now gives 1 Apparition instead of 1 Cursed
Never ask you to retain cards when you have a bottle of light and shadow
Bug Fixes
Game logic bug fixes
Fixed the bug where Vanquishing Spell will cause the player to lose 10 HP
Fixed the issue that the prices of the goods were changed whenever you bought a relic after you purchased the Travel Permit from Merchant UI
Fixed the bug that encountered event will not show up again in endless mode
Fixed the bug that Jade Lute will trigger Rhino King's thick skin and lose Strength
Fixed audio won't play when reusing the effect
Localization and text bug fixes
Refined English version of the description
Fixed some expressions in event and dialog
Added description of High Initiative card in Wukong's talent
- Ten new levels - New enemy types - New bouncing platforms and swimming sections - New music - Slight adjustment to pre-existing levels
It's been almost two years since my pet project was released here on Steam, so I do thank you all for buying and supporting this game, and for being so patient with this update if you've been waiting on it.
These new levels will mark the last big update for Pokie, as I currently do not have any plans to update the game beyond bug fixes and minor QoL changes.
Originally, I did not plan to update the game, but after publishing it I felt the itch to make more content. I hope you all enjoy the new levels and have as much fun playing through them as I did making them!
Here comes a list of changes since the last update including sprinting and sprint attacks, rolling and more responsive player inputs. See below for more info:
Improvements
Sprinting and sprint attacks: Now players can sprint which allows for faster navigation of dungeons. Also there a sweet sprint attack which should be fun to play around with. Player movement speed in general is also increased to increase the pace of combat.
Rolling: Dodge rolling is added but most important is that now you can break stuff while rolling around which I find personally very satisfying ːsteamhappyː
Floor two boss reduced difficulty: The newly added second floor boss would do a long chain of combos which would make him difficult to fight. The number of attacks is adjusted now.
More responsive inputs: Input while player was staggered was not registered which would make the game less responsive. Now player input during stagger is registered in a buffer would should increase input responsiveness. Also player has a larger window of time to rotate before being lock in attack animations.
Bug fixes
Fixed - Inventory would sometimes not open.
Fixed - Sometimes player could target enemies through walls.
Fixed - Mage enemy would not attack after getting struck by lightning spell. This bug is now fixed. Also if they have a shield the damage is absorbed by shield first before damaging mage.
Fixed - Pressing start new game would jump over the prologue at random.
Fixed - Usurp might was not filled in the beginning of the game.
Fixed - Bug with long sword wielding enemies when hit by lightning spell where hands would remain attached during stun animation. Now the hands are separated during stun animation and attached again after.
Thanks so much for playing Castillo Shattered Mirrors! I have another huge update ready for everyone to try and am so excited to share it with you!
I have completely redone the castle hub. It’s now way larger with a lot more to see, find, and do. I will also be adding an option to play in the old one soon for preservation reasons. The hub is filled with secrets and new cherub statues to talk to. I think that this new Castle exemplifies the principles that the game holds level-design-wise and will be a very welcomed addition to the game. It holds many secrets in every room.
The total shard count for each level has gone up from 4 to 10! You can also play all of the levels in whichever order you want, but you need at least 3 completed levels per world to fight that world’s boss. Each world has two new levels, one normal level, and one horde-based level.
As previously mentioned, I have also redone the graphics pipeline to massively optimize FPS for low-end devices. I am currently working on getting full AMD-FidelityFX Support for upscaling, it is in the current build for you to try.
As for future updates, other than DLC, the main things to look forward to are an endless horde mode and finalization for the map editor rehaul.