Thanks to the feedback given, I have made some updates to Reversi Temple.
Bug fixes:
- Fixed issue preventing the player to make a move unless the player moves the cursor off and back on the tile again. - Fixed potential crash issue when completing a match - Fixed not saving the number of games won used for Steam achievements
Updates:
- Updated show/hide in-game hints icon from a question mark to a light blub for better context. - Retain previous game settings state when returning to menu.
New features:
- New game settings option to enable/disable in-game hints - New game settings option to enable/disable coin animations
- Overall significant reduction in difficulty for Challenge 0, 1, 2, 3, 4, 5, 6, 7
Challenge 7 - Starting at the 25->27th minute, you'll face a challenge. (As a result, in Trial 7, enemy health is nerfed by 60% based on the 30-minute mark.)
- Normal enemy defense decreased by 20%
・Summon, Elite Patch
Skeleton - Health increased by 14%
Ghost Wolf - DPS increased by 5%
Golem - 3-star effect : all minions' defense increased from 2 to 3 - Health increased by 8%
I was back from the field last week, so I was able to get some stuff done, finally. Writing poetry in the trenches, so to speak, is harder than I thought, so I wasn't able to get that burst of productivity I wanted, but I was able to accomplish some things this week.
First, I added the penalties like I wanted to the puzzles. Now, the hotwiring puzzle will zap you, the potions puzzle will do damage or summon monsters, and the logic gate and steam-lock puzzle will summon monsters.
I also played around with the floor design so monsters naturally spawn in different configurations. Currently, I have them arranged in such a way that monster rooms are completely optional and give a reward, but in the future I might change that. I will likely add in unavoidable monsters, and probably something like a machine encounter that gives a chance of dropping loot, rather than a guarantee of loot. Ammo... but at what cost?
I stamped out a few nasty bugs this week and wrapped it all neatly up into a patch. Then I was informed that the patch itself had glitched! But I managed to stay on top of that and I'm putting safeguards in my uploading pipeline to make sure it doesn't happen again. I'm still a bit new to this so any feedback is welcome and always taken into consideration.
And I finished out the week working on the "safecracker" door puzzle. My initial idea is to make it a combination puzzle, as it would be for a safecracker breaking in "by touch". The door will generate 10 numbers (random, and between 00 and 99), five of which are correct and have to be put in a certain order. The mechanics will be more like Wordle than anything else (Wordle itself, of course, is based on much older games like Bulls and Cows, Mastermind, etc). A preliminary look at the safecracker puzzle
I'll be traveling a few days next week, but I will do my best to put as much work out as I possibly can. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com.
Hello everyone! Based on your feedback over the past period, we have further optimized the combat system of the game to reduce issues with the flow of battles getting stuck.
Furthermore, in response to your feedback, we have implemented a skip feature for post-victory scenes, allowing you to progress through the game more quickly and enjoy the subsequent gameplay with ease.
We deeply apologize for any bugs or negative experiences you may have encountered previously. We are committed to providing timely updates to enhance your gaming enjoyment.
Additionally, our development team is considering the release of a DLC that will offer additional perks and content for the characters. We greatly appreciate your continued support!
If you encounter any bugs or issues, reporting them to our Discord server will be the best way to get the support you need. Join our Discord server
BETA 016 Release Notes:
Introducing Window Background Effects: Elevate your desktop experience with 4 dynamic options. Choose from None for a clean look, Mica and Tabbed for Windows 11 users, and Acrylic for Windows 10 and newer. Please note, Full Dark Mode is available for None or Mica background effects only. Customize this feature in Settings Page -> Interface-> Window Background Effect.
Resolved Issue with DS Edge Controller View: Paddles now display correctly when Full Dark Mode is active.
Fixed Dynamic Rumble Sync Issue in Vibration Trigger Mode: Resolved the problem where disabling 'Send Data to Device' in Native Mode for USB connection still resulted in the vibration trigger being active.
Addressed Issue with Multiple DSX Instances: Users will now receive a pop-up confirmation in case of multiple DSX instances attempting to run. The message will prompt users to close all instances and restart or continue with the current running instance.
Bug Fixes and more: Implemented internal bug fixes and optimizations to enhance overall system stability and performance.
Coming across tasks has become more interesting with the introduction of a new guide. When entering an area that contains an important object, an ethereal spirit will lead you to it.
When completing major tasks or coming across important objects, a flashback sequence will now playout in the area to visually tell the story of the event. This has been a feature we've wanted to implement for a while and we're excited to finally do a first pass on it!
Overall we're aiming to introduce more ways than note reading to tell the story of each case to make the experience more engaging and entertaining. As mentioned before this is a first pass, we will be introducing more variety in future updates to flesh out this feature as well as expanding their role.
Ghost Realm
We first introduced the ghost realm maze over a year ago in January, 2023. Its main purpose was to give players a second chance after being caught by the ghost. This update we reviewed this mechanic and completely overhauled it to be far more dynamic, interesting, and fun.
When the ghost begins hunting for the first time, a gateway to the ghost realm will open up somewhere in the house. You can enter it at any time but beware there is no turning back. Once entered the exit must be found deep within the ghost realm.
If caught by the ghost for the first time during a hunt, the player will be sent to the entrance of the ghost realm.
This area now has many differing themes, and rooms. The layout of rooms and how they're connected to each other is random each case. Multiple paths can even be created, but there's only 1 exit so be careful or you may end up at a dead end!
A handful of new enemies, hazards and loot items have been added to populate these rooms as well!
Shop Overhaul
With recent updates continuing to add new items and sellables, the shop has become difficult to use. With this overhaul we aimed to create a grid layout that supports more items on screen, a faster and better selling experience and additional QOL features.
Categories, items, and information have been neatly organized and kept simple to make sure the shop experience feels intuitive to interact with. Shopping should feel much nicer!
Buying and selling items now directly takes from your vault instead of your inventory to make overall item management much easier. This means currency must be in your vault to be spent!
Gameplay
Added new item: Adrenaline, gives stamina and speed buff.
Added new item: Medical Kit, Completely restores all health.
Added hurt idle camera shake.
Added dance camera shake.
Added ingame tips for when the player has not found an important object, used their flashlight and tablet, and more.
Added musical cues to important moments during investigation.
Changes
General
Small increase to default player stamina.
The player character and first person camera now ragdoll when dying. This replaces the generic death animation that has been in use for a while. A death jingle has also been introduced to help the overall experience.
Fridges and ovens now have unique interaction sounds.
Inspecting objects is now faster.
Every item is now sellable.
Reduced overall fog for cases with weather active.
Tips during loading screen sequence now cycle.
Inspectables with important items such as keys or codes now have particles emitting from the object to draw the player's attention.
Fixes
Ready up should feel more reliable in multiplayer lobbies.
A few edge cases with the stamina bar not appearing should be fixed.
Reduced fog intensity in ritual arena.
Jumping after loading in lobby or an investigation works consistently.
Please note: This is an unfinished version of the game. There will still be bugs, and the final product may change. Steam Workshop features are disabled currently.