Fatherhood is a journey like no other, filled with precious moments and profound responsibilities. It's about being a guiding light, a source of support, and a role model for your children.
To all the fathers who have embraced the joys and challenges of parenthood, we salute you. Your unconditional love and sacrifices shape the lives of your children and leave an everlasting impact.
In honor of this special day, we invite you to experience the heartfelt journey of Fatherhood, an emotional indie game that explores the bond between a father and his child in the face of adversity.
Tag a dad who inspires you and let's celebrate the amazing fathers who make a difference in our lives. 💪❤️
While the shortest night falls on 21/22 June, in eastern Europe the celebration usually takes place on the 23/24 June. In Latvia known as Jāņi or Līgo, in Lithuania as Rasos, and in a lot of places known as Kupala night. Wreaths and bonfires are customary.
You can see the traditional wreaths as a worshipper upgrade in Godsworn. As for how we see the solstice in a mythological sense - the rituals on this night were performed to give the sun (Saule) the strength to get through the winter, as the days will only become shorter now.
So for those who celebrate, hope you have a good one, and for the rest I hope you learnt something new today. 😊
P.S. We are just back from a lot of events and travel craziness, so apologies for the silence in the development updates department. But rest assured we are back to making good progress on the game behind the scenes!
Been at work again through the past 2 weeks. Sorry for no updates yet as I don't want to send an update out that could potentially break everything and therefore jack up the current release.
I have been building the draft database and will be reaching out to the Beer League Community to get some names in there for my expected release of the new update.
The big outlook of course for me is giving you guys a fun, quick playing product that will fulfill your retro hockey gaming needs. That being said, I have been contemplating with where my endgame in all this is and I will firstly state that my biggest focus is on the gameplay and I hope to expand on all that soon. The seasonal aspect is not yet ready for prime time but I am working on a way to make the aspect of what a Season IS in LTL Hockey which would hopefully reflect the gameplay that I have worked on so hard to achieve.
I have been busy with life the past few weeks but I hope to have an update out before the Steam Summer Sale begins!
Reworked (again). Now shoots an actual bullet projectile. The projectile will ricochet off the ground and walls as well as the Foresight afterimage. Can also be swatted back with melee and projectile hitboxes. You can control the ricochet direction and speed with the DI wheel. Enormously saucy. Goodbye full-screen QD 50/50s.
IASA reduced (14f -> 10f)
Lightning Slice (neutral)
Hitstun increased (10f -> 12f)
IASA increased (15f -> 20f)
Proration adjusted (1 -> 0)
Lightning Slice (combo)
increased hitstun (16f -> 18f)
Decreased damage (900 -> 800)
Horiz. Slash (grounded)
Hitstun increased (11f -> 13f)
Vert. Slash (aerial)
proration adjusted (0 -> 1)
Back Slash
Sweetspot knockback angle raised a bit
Impale
Hurtbox size increased after teleport
Downward Cleave
Startup adjusted (11f -> 13f)
Impale
Cowboy appears a little farther away from the opponent (16px -> 28px). This hopefully prevents the flipale exploit.
Startup always moves toward opponent even when flipped.
Pull
increased damage (400 -> 700)
Dash
Startup invulnerability on initiative adjusted to only be projectile invulnerability.
Air Dash
Resets momentum on startup.
Has a straight down option.
Dash down is available in 1k cuts as it should be.
Reel
Now automatically leads into Izuna Drop.
Wizard
swag renamed to gravity
gravity recharges while being comboed
Orb
Lock/Unlock
Is now a free action toggle.
Orb Tether
Effect is now stronger.
Removed framekill
Swords
Combo scaling adjusted for the first 2 hits (+1 -> +0) if this attack is started while the orb is locked
Lightning
Increased damage (900 -> 1000)
Is now unparriable
Extra damage while locked (1000 -> 1100)
Dart
Updated sound.
Darts are now faster when locked and have a slightly larger hitbox.
Confusing Touch
Scales combos properly
Spark Bomb
Spark bomb explosions always apply the spark buff if they hit the opponent.
Draw Moisture
Is no longer interruptible on the opponent's turn, as it no longer needs to contest with Quick Draw.
Reduced IASA (14f -> 13f)
Magic Dart
Damage increased (500 -> 800)
Combustion
Does not land cancel until after the hitbox comes out.
Robot
Robot's been a bit of a menace lately. I hope to fix some of his broken tools while making them more fun and engaging for both players. I also hope this will direct his gameplan more toward landing Command: Grab, which was the original design goal. He is also being tweaked to allow for more special mid-combo throws with meaningful extensions, emphasizing his intended role as a grappler. Plus a few buffs to moves that needed some love.
Increased max grounded speed (8 -> 9)
Magnetize
Rework. Magnet has been a terror on the neutral with no obvious solution, so for now we are going to tone it down and keep it to mainly a combo extension tool.
Adds a "pull" toggle that lets Robot yank the opponent toward them freely. This pull is much stronger than the prior magnet effect, but lasts for a very short time.
Pull strength is weakened in neutral
Cannot use Pull and Armor at the same time.
LOIC
Increased minimum damage (500 -> 700)
Combo scaling adjusted (+1 -> +3)
Does less damage in combos (1900 -> 1100).
This sounds like a lot, but note that combos are already going to be somewhat scaled, and the difference in damage points will never actually be that much. For example, if comboing Command: Grab into this move from neutral, the difference in combo damage is only 4040 -> 3530.
Command: Grab
Moves a little farther forward
Is now throw invulnerable for the first 5 frames.
Combo scaling adjusted (+1 -> +2). This also lowers the damage a bit to what it was before the melee attack scaling change.
Increased knockback
Throw IASA decreased (61f -> 60f)
You can choose to switch sides after landing it.
Reduced meter gain modifier (1.0x -> 0.5x)
Try-Catch
Now has a back version that slams the opponent back into the ground.
Bounds Check
Removed throw invulnerability on the ground (transferred to Command: Grab).
Damage increased (1700 -> 1800)
Thunder Clap
Deals a lot of extra hitstop to the victim (25f) once per combo.
Can be hit-cancelled into defensive options.
Step
Against knocked-down opponents, this move now sends airborne and is not cancellable.
Hitstun lasts at least 8f against OTG opponents before they are knocked down.
Super dash is unchanged.
Reduced whiff meter gain modifier (1.0x -> 0.5x)
Reduced velocity meter gain modifier (1.0x -> 0.5x)
Crash
Sends airborne.
Hitstun reduced (30f -> 18f)
Vacuum
Now sends airborne.
Can be hit-cancelled into defensive options.
Earthquake
Shockwave proration adjusted (3 -> 1)
Added close hitbox that hits both standing and OTG (but not aerial) and follows up into a new throw once per combo.
Flame Thrower
Reduced IASA (20f -> 16f)
Drive
Forward
Projectile invulnerability removed (moved to Drift)
Reduced whiff meter gain modifier (1.0x -> 0.5x)
Reduced velocity meter gain modifier (1.0x -> 0.5x)
Drift
Added projectile invulnerability for the first 10 frames
- Weight system has been adjusted. - The sudden turning of the zombie has been fixed. - Translation errors have been corrected. - The rate of losing sanity has been readjusted. - Advantages of items have been fixed. - Finding the weapon has been made easier. - Finding repair kits has been made easier. - Warnings and instructions such as "No repair kit" have been added. - New fonts have been added to texts for a more stylish appearance. - Zombie animations have been fixed. - The difficulty settings of the game have been restructured.
Added lots of explanations/ease of use to the game:
Go Back by clicking/pressing esc You can now go back in most menus by pressing esc or the right mouse button
Bugfixes to skill description Some skills didn't have a description at the latest upgrade level
Difficulty Bonus Explanation Added a note that says that the bonus xp and gold only applies after a run (not during a run)
Crypts Stage Explanation Made it easier to understand this stage by adding arrows on the ground and more detailed text popups during the game play (e.g. kill the boss within the time limit)
DIAMOND BONUS (As a Referrer) You'll get 8% of your referee's diamond purchases If your referee refers someone, you'll get 4% of that person's diamond purchases. If the person referred by your referee refers someone, you'll get 2% of that person's diamond purchases.
FIXES Dying at Marines' Fortress while Smo King event is in progress correctly sends the player at spawn location. Fixed an issue where a player could stay stuck at Boken Coast map.