A First Look Into the Key Gameplay Features of Terralysia
Terralysia offers endless replayability as each run has a distinct feel with varied objectives, enemies, locations to explore and character builds to test out. To give you additional insight into Terralysia, let’s delve into the key features of the game. Today, we will be highlighting ways to build your character to suit your playstyle, how the upgrade paths function, and introduce you to the mystical power of Synergy.
Build for Your Playstyle
As you begin each run, you will be able to experiment with a variety of playstyles and find the build that works best for you. Summon a Black Hole as a Mage, charge Precision Arrows as an Archer, or hack and slash through the endless hordes as a Melee Fighter. Modify your build to strategically react and be ready for any scenario. Fight Tree Monsters in a lush meadow, cast Fireballs in the frigid mountains, or explore the void on the mysterious floating islands; no dream is the same. The longer you survive, the more you can customize your build with each upgrade.
Synergies
Combining spells and items in unique ways to create Synergies is the core of what defines your time in Terralysia. Shape your own experience and make key decisions on how you want to evolve your character. Experiment with different combinations to achieve countless ways to defend, heal or traverse the battle ahead. Combine the Black Hole ability to pull everything into the same location and decimate them with the massive explosion of an upgraded Fireball. Test combinations like combining the Scroll of Anger Management, which significantly raises your power when your health is low, with the Lucky Charm adding a chance for enemy attacks to miss you.
Experience Fragments and Upgrades
Scattered across each dreamscape and dropped from your fallen foes are Experience Fragments. With each fragment, you can choose your upgrade path and craft powerful synergies between spells and items that you discover along your journey. Use Experience Fragments to upgrade abilities to shoot multiple projectiles or to send yourself flying into the air to evade the onslaught. When items are upgraded fully, they can make the difference between your survival or demise, like absorbing a final death blow and giving you a second chance to continue the fight. Discovery is key to escaping this dream prison.
Join the fight for survival and request access to the Terralysia playtest today!
Heartless & Dreadful : Return by 72 Hours - Kirillian
If no one is using an important mechanic of your game, that means that mechanic sucks.
So here's a new one, so you don't have to switch to dodge to get out of the damaged animation no more.
- General - Added a new recovery mechanic. Now whenever you are damaged, you can just press Jump to get out of the damaged animation. This will also show up on the screen and tell you when to press it. This feature is available for all characters, and for the upcoming playable knight.
- Huntress updated a few animations. - Jump cancel now also resets the gun cooldowns (except for the shotgun, as that would be too overpowered.) - Character Reset/Cancels now also reset the double taps, this should make it a bit more consistent, and reduce accidental double tap moves. - Can't press the attack while paused anymore. - Fiery Uppercut - Reduced the lockout time as it felt a bit too long. - Minor Adjustments to the animation system for the ranged weapons.
"This is madness.... this is V0.5 of GORGON SHIELD!
Greetings, brave heroes! Been a few months since the first demo for Gorgon Shield went up, and I got a ton of really useful feedback from you guys - so firstly, you have my thanks. At the start of the year, I decided I needed to bite the bullet and redo some of the systems that just weren't working in the game to make it feel more dynamic, more strategic, basically more engaging.
So, here's what's new in the latest version of the game. The MAJOR addition is the new labyrinth mode, a full 'Gauntlet 2' style dungeon to explore behind some of the tower's doors. There's also a totally reworked levelling up and power system - meaning you get a LOT more control over your heroes development. Want a Barbarian specialising in hamstringing your enemies, and another with the Berserk power? Or two wizards, one with lighting, one with fire? Now you can.
Oh yeah, and there's a full loot system in the game. Magic rings, gauntlets, capes and more.
I'd love for you to check out this new version of the game and give me more invaluable feedback. The game's scheduled to launch this July and I've still got a lot more systems, minigames and additions to add. "This is but a taste of the terror Medusa will unleash!" (to paraphrase Gandalf!)
Cheers , Oliver Joyce Whiskeybarrel Studios
Patch notes for V0.5.0
Added labyrinth levels to game! Use ARROW KEYS to move around the labyrinth and find the exit.
Tower content is now randomised, from background wall textures to door options
Total overhaul of levelling up system introducing loot, cards and more
New customizable character power system. Characters start off with no powers and can learn as they go.
Added many new graphics and game option settings, including difficulty level
Removed Tower Level selection screen
Added Medusa taunting screen between certain areas
Enemies now fall off platforms when killed, unless by a critical hit, then it's a splat
Added new death animation bounce to heroes
Improved textures in the tower
Many new visual FX from tilt shift to lens flares and tower exterior backgrounds.
Finally, after two years of hard work, CivIdle is now available on Steam Early Access! This is not my first game on Steam (that would be Industry Idle), but man, nothing beats the feeling of pressing the "Release" button and bringing your creation to the world.
The release went alright: I was worried that the progress transfer between the demo and early access would not work but it did. I was worried that the server would crash but it didn't.
After the release, I was surprised to see lots of familiar faces in the in-game chat, from the early Industry Idle days. I'd like to thank all the moderators, playtesters, and players (whether you played Industry Idle or CivIdle) - the game would not be possible without your support. There were so many times I was questioning myself and was about to give up, it was your encouragement and feedback that kept me going.
Early access is only the beginning - those of you who've followed Industry Idle since the early days know that 80% of the content was added after early access. I have the same plan for CivIdle - I will post the content plan here as long as I put together something. But for now, enjoy the game and the friendly community, while I get some sleep - lots of work to do tomorrow!
Campaign Mode is coming soon! Enjoy a single-player experience against the AI with special board states, rules, and increasing card and coin rewards! Here's a preview of the levels you may see: