This patch is a follow-up to the itch.io release, adding some new things and general fixes:
-New slug blood model & animations implemented and update -Optimized in-engine files -Removed unused assets -Added new bandage model & updated -Added new studio logo during splash & updated -Fixed batteries texture not loading properly -Fixed geo placement of the first floppy disk, allowing it to be easily picked up -Adjusted a few textures -Fixed crash where if you have the steam version also installed and died on the itch.io version, it would crash and launch the steam version
The Fantasy Had Just begun and with it a new update as well as a 20% discount!
I thank all the people who had helped me develop Idiots' Fantasy through the last year and played the Demo. First and foremost I'm going to state that Idiots' Fantasy is not going to lose support and is going to receive updates until the studio dies. After a year these updates will get less frequent but you can hold me for my word that they will never cease to appear. Now with the 0.3 Idiots' Fantasy Update!
Post run progression
Now you can progress outside the runs by buying new items in Charlstone's shop which is just right off the Main menu.
Give achievement for unlocking a new weapon
Create a new "Charlstone's " shop in the Main menu
Create a new currency for the post-progress "Supreme Gold"
Stop the locked items from appearing
Have the bosses and mobs drop the supreme gold
Save supreme gold between run
Create 45 Unlock Achievements
Other Fixes
You can now press ESC or options or "view" on the controllers to open the mini-menu.
The Character buttons in the main menu are now locked to one click per entrance so you won't get irritating situations.
Fixed a few colliders in the main menu.
Now if you doge when walking your direction won't be reset.
The road generation had been reworked so now it doesn't bug and fits with the environment (in a nutshell the roads are now drawn rather than created when the map is being built).
Added 5 different gold sprites
Added particles on gold collection
Made gold come to the player
Added Screen Shake on gold collection
Fixed Minimap Roads
Changed Castle Road Walls
Improved arrow speed & Accuracy
Fixed Volume Sliders
Changed Test volume sound to "Pop"
I'd like to than Shakey for pointing out the issues with the game that had been fixed in this update.
I am sure that a lot of you have been wondering what is happening with TakeOver.
Now, I would like to reassure everybody! As you may already know I am a solo Dev which means that I have to make the UI, the gameplay mechanics and the marketing all by myself!
During the past 2 weeks, I have been working with an artist in order to create better capsules for my game page. A second one, the faster one, has alrealdy finished the new logo of TakeOver which will fit more the cyberpunk feeling.
I have decided to change the gameplay deeply which because I need to give to all player the best experience...something close to what we can experiment when we play the best hack and slash games!
I am working on bringing impactful animation and faster, smarter ennemy AI.
I have added 4 playable characters to the game: Fubuki Bikini Fubuki waiter Anna the twinBlade Sakura the Esper
They all appear in this short video available on Youtube.
As soon as, the gameplay mechanics will be ready. I will start design new complete levels.
Then it will be the turn of the gameframe and the UI.
When all that will be completely improved I wll make a new version of the DEMO.
Vehicle Attachment Enhancement: Improved the system for attaching items in the car. Now, when you place or remove an item from the vehicle, the other items will remain securely attached.
- New Boss music - New music for various areas - Update library versions - Update controller libraries (please report bugs with controller, this was a large update) - Improve performance - Minor bug fixes
Ocean World: Eden Crafters Prologue - Osaris Games
Hi Crafters!
Today's patch implements some features suggested by the community and fixes some bugs: - Warehouse now reserves 3 slots for each conveyor entry, for a total of 15 reserved slots. The additionnal slots are available for the first conveyor which filled up its 3 slots. - New item: Exterior Lamp - When you dismantle something which contains other items (a chest or a vehicle) you'll receive the content in your inventory. - The day duration is longer and the night a bit shorter - Added Turkish translation thanks to Archura Localization - Improved spaceship controls - Fixed a bug with spaceship leading to FPS drop - Fixed misc. bugs
Creature Clicker - Capture, Train, Ascend! - Phat Phrog Studio
Hey Guys
This is actually a really cool update and i wanted to say thank you first of all to my friend SLMEPHI for spending hours with me to get this working and having the patience of an absolute saint
Your steam creatures now deal bonus damage ingame giving them an actual purpose rather than just being a collectable
These are the rates:
Common Creatures: 0.5% of your Player DPS as bonus damage per unique creature
Uncommon Creatures: 1.5% of your Player DPS as bonus damage per unique creature
Rare Creatures: 3% of your Player DPS as bonus damage per unique creature
Relic Creatures: 5% of your Player DPS as bonus damage per unique creature
If you go to the profile page you will see a new button that says "Steam Collectables" and this will show the common creatures that you have collected in your steam inventory along with the possible bonus damage and dumber of creatures collectable
Each time you obtain a new creature it will show up in the collectable room
At this time only the commons room is visible but the uncommon, rare and relic room are coming this week but their damages are already active, here's where you can see your total bonus damage: