Small update to add several options that have been requested, as well as several fixes and optimizations. Here is a list of what we have been working on:
[h5]Additions / Changes:[/h5]
Added an option to reset game save
Added key configuration for azerty keyboard on first game launch
Added antenna life above the antenna (now no longer appears on screen)
Improved certain textures
Modification of the default lobby background
Modification of antenna collision box
Modification of legal menu
Remove energy saver option
Remove graphics card debug tool option
Updating the information menu
[h5]Corrections / Optimizations:[/h5]
Fixed a loophole in the shop to buy infinite xp
Fixed opening information texts with sleeves not centered on the door (Death Sleeves game mode)
Fixed blood when a zombie dies with the antenna (Defense game mode)
Fixed zombies that continued to spawn after death or a victory with the Defense game mode
Fixed that zombies weren't killed on death or victory with the Defense game mode
Fixed some misplaced text based on translations in the shop
Fixed from the moment the animation and damage are caused by the Brute zombie
Fixed tutorial information message in pause menu
Fixed the save game which could load incorrectly when the game was launched
Fixed that sometimes settings were not considered when the game was launched
Hello! Its been a while but I have a big update for you all! Thank you everyone who has given feedback thus far. This game is moving in a direction that I really like to see and it is all because of you!
Now time for the Update Content:
Created the Captain Boss
Created the Ghost Boss
Created the Amalgamation Boss
Created Teleporter Weapon
Created Cannon Weapon
Changed the "Unlock all Doors" Objective to "Kill the Level's Boss
Added a Boss from the current list of bosses to each map (Including the Minotaur)
Created a List of Cursors to choose from in the Gallery Menu
Created custom cursor for out menus
Added control drawings to Island Ruins
Added Logic to show the correct controls on instructions for buying doors, benches, etc.
Added Money Symbol for Places where money is involved.
Added Round Label to Make the UI more clear
Gave player hearts' beating animation
Will now display if a weapon has reached its max level in the Weapon Gallery.
Added Grenade Weapon.
Our game now has an icon in the Window's taskbar instead of the Godot default icon.
In game notifications for Damage Done, And objective complete last longer.
Player's light is now a circle.
Next Plans
As of right now, All level's have bosses, but not all level's have secrets. For completeness sake, the next priority will be focusing on the secrets for each level. Then from there, I want to work on implementing Steam's Stats and Achievements to give more concrete objectives for the players.
Special Discount Notice: This game will get 30% discount in Steam Spring Sale. From March 15 to March 22 (each time zone may vary slightly), you can add the game to your wishlist now and buy it when it's on Spring Sale ^_^
Updated list (2024/03/09) :
Content: Make Steam achievements. Key achievements completed in-game will also be displayed in Steam Achievements now. (If you have unlocked the achievement before, the Steam achievement will be automatically unlocked in the game's result panel when the battle is finished.)
Content: Added Tutorial. It is recommended that players who are not familiar with the game complete the tutorial before playing.
Content: New achievements: "Gladiator 3", "Millionaire" and "God of War 3". Completing an achievement will unlock a corresponding ability to Power Up.
Content: New Power Up: Favorite Spells. You can choose your favorite spell from the Spell Encyclopedia in the main menu. In battle, the probability of selected spell showing up from the spell random pool is doubled.
Content: New Power Up: Gift Summon. You can survive for a certain amount of time to gain an extra chance to pick up fate cards. (You can get more Tarot effects in battle)
Content: New Power Up: Taunt. You can kill more enemies in battle!
Balance: Cancel the effect that the lucky can <color=red> increases elite occurrence rate</color>.
BUG: Fixed a bug that treasure chests generated by talent "Trash into Treasure" may be outside the map.
BUG: Fixed a bug that the reward exchange between "Elite Killer" and "BOSS Killer".
BUG: Fixed a bug that enemies would move again after being repelled while "freezing".
BUG: Fixed a bug that certain fire elements could not be attacked and would not automatically disappear.
BUG: Fixed a bug that enemies would have fire animations when they respawn after gaining paralysis.
Added Item fx so that certain items change unit appearance
Added Prioritized return to position feature (Doesn't try to block or attack, but gains 1.8 speed)
Added Prioritized return VFX
Added Item icons to units during upgrade phase
Added Small item icon textures for better readability
Added Unit position cancel if other action is triggered (eg. item window)
Added Wave text during upgrade
Improved Minimap UI
Improved Keymap Layout UI
Improved Memory management and overall reduction of garbage generation
Changed Evade probability to be prioritized before blocking
Changed Final wave to show up as "Final Wave"
Fixed Unit HP bar during upgrade showing full HP after a stage reset
Fixed Upgrade trigger UI text overlapping
Fixed Logic error with Heart of Warrior as it was reflecting damage in incorrect situations
Fixed Evade Chivalry request overriding Evade probability for non melee units
Fixed VFX effects glittering in rare cases
Fixed Incorrect shadow rendering
Fixed UI texture getting distorted in certain resolution
Many players have suggested that instead of the formation dynamically adapting to the number of surviving units, it would rather be better if there was a set grid to place characters in. I cannot say for sure how long it will take, but formations rework is about 50% done and I will add it to the game as soon as it is ready.
Thank you all for supporting us over the last 7 years! That's a really long time to be honest. At this point, Ceri would be in her mid-twenties...
But of course, time doesn't pass in the world of Sounds of Her Love, but it certainly does for us. What better way to celebrate than by showcasing what we've been doing with that precious time over the last few months of SOHL2 development?
Big thanks to Kimiyoto for another anniversary illustration (and all the great work shown below)!
One of the things we're looking to stress in SOHL2 is our focus on CGs. The original SOHL only contained a few snippets of Ceri spliced here and there throughout the game. Whilst that's cute and all, giving Ceri more opportunity to shine makes clicking through all those lines of text worth it.
Kimiyoto has been doing a fantastic job in this regard and being able to tell Ceri's story through a new variety of CGs is another box we're proud of ticking to make the sequel a step up from the first game (and of course, you get these for free too!).
In addition to wonderful new character art, the world of Sounds of Her Love 2 is also expanding rapidly. Our background artist, Kjkjmulo, has also been working hard on delivering new environments for us to place Ceri in.
Above are two new backgrounds - both very important to the game - that we've happy to be able to showcase in this sequel. First, Ceri's 'harp' room, also known as the spare bedroom. Whilst we never were able to show off Ceri's musical skills in the original game (try finding a royalty free background with a harp in it), it would've been such a shame if we didn't give her the opportunity to perform.
Second, the MC's dining room! Whilst that might not seem too exciting at first, the original BG in SOHL for this was just the most believable alternative we could find. Giving greater depth to our world like this, we hope, will increase the immersion of SOHL2 and allow the cute love story of Ceri to be just that little bit more believable.
Ceri isn't the only focus for SOHL2! We can't forget the music club, right? From left to right, there's Iroha, Nonoka and Emma, the ensemble that'll push Ceri towards her performance at the graduation ceremony.
We're happy to announce that work has begun on casting the voice talent for these characters. Emma and Nonoka have already been cast and a casting call has been announced for Iroha. We will be announcing more in our next devlog update, but you can always check our X (formerly Twitter) for real-time updates on SOHL2 development.
Thank you all for your support once again! We will be back soon with more updates, but for now, Happy Anniversary!
It's an "endless chaser" mini game created to thank you for your massive support of FUMES.
Thanks to you we reached 10 000 wishlists on Steam which can be considered a minimum amount of wishlists that allow the game to surpass invisible Steam algorithm gate keeper. Basically it means that if game has this amount of wishlists it will be shown to some people on release instead of being "swept under the rug".
Also, it's our first time with GODOT game engine, which was an interesting experiment.
We're thrilled to announce that you can now create your own cards and deploy them in battles!
The card editor comprises four main tabs - Image, Tags, Misc, and Abilities.
On the Images tab, you can select the image to represent your card. You have the flexibility to choose from pre-made images or upload your own!
The Tags tab allows you to define the properties of your card. You must specify whether the card is organic or inorganic; all other tags are optional.
Moving on to the Misc tab, here you can customize the card's attack animation and select sounds for various actions. We offer a range of pre-made sounds, but you can also upload your own! To enable the card to randomly select from different sounds for the same action, the sounds must share the same name but have different numbers at the end. If everything is set up correctly, you'll see the number of sounds available, from which the card will choose during the action.
The Abilities tab is where you determine your card's combat options - price, health, damage, special card, and abilities. Initially, only a limited number of abilities will be accessible, but as you progress, more will become available for use.
And of course, you can deploy your custom cards in battle!
Feature/QoL > New Feedback system to display what are the latest changes unlocked by the player. Including, new powers, spells, crafting compounds available, new equipments, charms, available attribute points... The feedback have 2 natures: an eye to highlight a change, or an exclamation to indicate a possible action.
Balancing > All recipes difficulty have been lowered. > The first items given in the scenario (stones and equipments) cannot be sold on the Market.
Fixes > All inputs text will validate only on enter or leaving field. > The Market was not properly allowing the items to be bought only once.
Graphical > All Buttons have a mouse-over border highlighting and a revamped look.