Post Game Jam Updates


Well boys, we didn't do too well in the ratings on the 7DRL game jam. The game wasn't even considered a rogue like and more a "procgen" FPS. Needed more strategy and less just mindless action. Whatevs, we push forward with a few more updates. In this update we address common comments from the game jam. See below for list of updates. I want to thank everyone who played and everyone else that made a game for the 7DRL game jam!

- Added Damage Indicators on screen to show where enemies are attacking from.

- Removed Epic Level Items that were way too strong. Don't worry, the weapon generation system can still make some busted weapons.

- Made it so only 2 projectiles can hit a single enemy in one attack -  no more shotgunning bosses down in one swipe.

- Upped mouse sensitivity. This was desired by a lot of players, but all ya'll need to look up how pro counter strike players play with super low sensitivity.

- Shrunk overall maximum map generation size. Some maps could be way too big - not trying to make a walking simulator.

- Reworked enemy logic so that they'll stop pursuing the player when the player is out of range. This will mainly prevent enemies stacking up on the edges of walls waiting for the player to round the corner.

- Lowered potion drop chances by a small amount.

Look out for other updates. One coming soon will be a new zone that will be dedicated to a Dragon boss. Thank you again for playing!