Massive Update - Combat Overhaul + Playtest


Changes

Account leveling and unlocking items!
Each run will give you account XP, which unlocks new items as you level-up!

Combat changes

  • Added movement to all enemies, they now close in on you!
  • Rebalanced most items
  • Rebalanced most enemies + boss
  • Added 3 new items focused on healing synergy and self damage effects. Level up your account to try them out!
  • Overhauled wave spawning

UI/UX

  • Improved level-up menu
  • Pause menu (Esc)
  • Settings menu with volume and fullscreen toggle
  • Memories menu for viewing account progress, and more to come! Check it out in the main menu.

Other

  • Various bug-fixes
  • Various QoL improvements
  • Saving settings and account level between play sessions

Changes to come

  • More areas and levels!
  • More roguelike progression!
  • More items!
  • and much more!


Dev Log

Some members of the team wanted to give a little write up about the changes!

Design Lead

Our last playtest we got a lot of awesome feedback. One key thing was that the game became way too easy once you knew how it worked. We realized that this was a difficult problem to solve with such static enemies. We decided to completely overhaul how our enemies are designed. This allowed us to create more dynamic gameplay where the player must respond to the enemies.

After doing this, we needed to completely overhaul the wave spawning and pretty much all of the balance in the game. Hopefully it's quite a lot better now than our last playtest!

Tech Lead

Since the last playtest there have been some major strides in UI and laying foundation for new features. Account leveling, settings menu, memories menu, and saving progress all great examples of this. We want to keep pushing to explore the various corners of the game so we can continue to iterate all aspects of the game, steadily improving the player experience over time.

You may not be able to see it visibly, but there has also been big leaps in refactoring the codebase and improving debugging/testing tools. This refactoring means we can easily support new features without massive overhauls or bugs popping up everywhere. Hopefully you will soon be able to see the power of this in upcoming playtests!

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