Trap Master's first demo will be ready soon, and we are looking for alpha testers!
We want to combine tower defense designs and roguelike deckbuilding gameplay to deliver a refreshing game experience. Your support and feedback will be tremendously helpful!
Selected testers will receive Steam keys via email by 09:00 April 14 (GMT+00:00)
Launch your Steam client and activate the game with the key!
The test will lasts for 3 days: 09:00 April 14 - 09:00 April 17 (GMT+00:00)
Content of the Demo
In this demo, you will be able to learn the basics of the game in a roguelike map, where you can get familiar with the main mechanics of the game: build a deck, play the cards to lay down traps and launch attacks to win tower-defense combats, and make the most of mysterious encounters on the way.
Your Feedback Means A LOT!
This is the first demo so bugs or other issues are possible. We call for your understanding and patience. We're hoping to gather feedback primarily on gameplay, and many of the in-game art assets are only temporary.
Tell us what you think via the in-game survey, or join our Discord server to get in touch with the team!
(We got flu'd. Development will resume once we un-flu.)
- Added Spellsword card art.
- Adjusted universal level generation to be better at placing larger rooms, causing them to be generated more often. - Added new Archives treasure room. - Removed the Brittledeep Foundry rooms with smelting equipment due to player confusion (they don't do anything).
- Inventory slots now display infusions as tiny icons of the infusion source item instead of diamond shapes.
- Hookshot now protects user from impact damage from hooked objects. - Hookshot can no longer be fired while the hook is already out, causing weirdness. - Hookshot no longer stops falling momentum.
- Fixed skillcard markers resetting after the second row of skillcards. (Reported by Aewynne.) - Fixed Pit damage plane being able to deal multiple instances of damage to the same character in rapid succession. (Reported by Aewynne.)
Bug fixes -Registry file collecting animation didn't check letterbox -Targeting spaghetti code's temple now shows 3x3 select ui -Mob's HP didn't increase normally in specific waves -Fixed first encountering UI of Mechabug MK.1. -Slowing down Mechabug MK.1 makes its head separated from body.
밸런스패치 -Increase cost of converting .reg -Lowered 'Resource drop+', 'Energy drop+' registry's max level
The first demo will be ready soon, and we are looking for alpha testers!
We want to deliver a sequel that takes the best of Candy Disaster and adds fresh gameplay for both new and returning players. Your support and feedback will be tremendously helpful!
Selected testers will receive Steam keys via email by 09:00 April 14 (GMT+00:00)
Launch your Steam client and activate the game with the key!
The test will lasts for 3 days: 09:00 April 14 - 09:00 April 17 (GMT+00:00)
Content of the Demo
In this demo, you will be able to learn the basics of the game in a roguelike map, where you can get familiar with the main mechanics of the game: build a deck, play the cards to lay down traps and launch attacks to win tower-defense combats, and make the most of mysterious encounters on the way.
Your Feedback Means A LOT!
This is the first demo so bugs or other issues are possible. We call for your understanding and patience. We're hoping to gather feedback primarily on gameplay, and many of the in-game art assets are only temporary.
Tell us what you think via the in-game survey, or join our Discord server to get in touch with the team!
● New actor property: Actor Panel -> Collision Shape - Square: can be used for player actors, buildings - Circle: can be used for monsters, a large number of such actors moving at the same time are not easily blocked.
● New option: Project Settings -> Collision System -> Trigger Collision Mode 1. Collide with actor's shape: realize the collision detection of the trigger and the large-sized actor 2. Collide with actor's anchor: better performance
● Upgrade the "Trigger Shape Renderer" plugin to display actor collision shapes. (F3)
Command Changes
● Actor -> Discard Targets: "Distance" can use a variable ● Actor -> Move Actor -> Navigate / Navigate - Bypass Actors, automatically refresh movement path every 500ms
Fix Bugs
● Shared global variables could not be saved when "Save" folder did not exist. ● The opacity of the animation element was not effective. ● Animation element cannot be hidden in the editor.
I just want to say, that you never have to worry about the state of the game. It's going to be finished, I've got enough funds to keep at it now for another decade, and I've already been at it for about a decade, so it would be a bit silly for me to stop now.
I'm working on the game every day, sacrificing PR and community management for the sake of coding, that's why I'm not super active on the forum ATM.
Work on V64 has been a bit frustrating and slow, and it's going to be the longest wait you've ever had to endure, so I made a little video on the current state of it. Excuse the quality and the cohesion of my scattered thoughts.