Laevateinn
A downloadable game for Windows
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Please note that the only controls at the moment are a gamepad plugged into your PC.
CONTROLS:
Left analog stick - move around/move cursor on map screen
Right analog stick - aim/move cursor in combat
A - interact with NPCs/Leave level/Confirm map destination
B - leave interact screen
X - Rest in map screen
Y - Switch weapons (only a bow and a sword at the moment)
Left bumper/LB - Roll (this gives i-frames)
Right bumper/RB - Use blood arts (only when meter is full - fill it up by walking over dropped blood)
Right trigger/RT - Use weapon
Left trigger/LT - Use weapon arts (only works with sword at the moment)
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In this build, you can explore the hubworld (talk to npcs when you are close enough with A, leave the screen with B) and enter a run via walking into the portal to the south.
In the map screen, you can move around using the left stick to select a destination, then A to move there. Keep in mind the controls on the right - if you are out of movement you need to press X to rest and regain 5 movement. When you have moved onto an encounter space (brown and red icons), your movement will be stopped and the level will be loaded. Any non combat space will be the altar shop, you can leave by navigating the cursor to the right and down to "Leave Shop" and hitting A.
In an encounter, you must beat all the enemies to proceed. The blood arts is a buff that increases attack and movement speed and can be stacked (and will reset upon entering a new encounter). You gain blood crystals from using the blood arts, which is the currency of the game - no need to be stingy about using it. You can heal at the altar using the blood crystals (no need to at this time since there is no game over state, your health will just go negative). Once all enemies are defeated, a portal (with a placeholder icon) will appear on the map (it will flash blue on the minimap so you can find it easily). Interact with it to return to the map screen. Cleared encounters will be faded to indicate that there is no longer an encounter there.
Status | Released |
Platforms | Windows |
Author | Railgun Games |
Genre | Action |
Tags | Roguelike |
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Development log
- Devlog 1 - Poisson disc map generationNov 12, 2021
Comments
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Pretty bare bones, but pretty cute so far! No one has arms!
I wonder how you plan to balance melee vs ranged combat, cuz right now there's not much reason to use anything other than the bow.
Also idk if its a weird implementation of hitstop, but when I slashed the shield/barrier dude w/ a sword, the game got pretty laggy.
I look forward to seeing what you flesh out next ( '3')
In the future you'll only be able to take one weapon with you (for now you can use both weapons just so I can test them in the game easily). There will be weapon arts as well that are unique to each weapon so the sword will probably have stronger stuff. We also debated having it reflect projectiles a la nuclear throne as well. I actually prefer the sword when I test because it does more damage and one shots the basic guys, so once you know the patterns it's kind of a cakewalk. Good to keep in mind though!
The boss lag I'm aware of, I think his shield is using precise collision checking per frame or something instead of a rectangle which is why it gets so rough there. It's on my list of things to fix.
Next will be props in the level that can be broken/add some flavor to the background as well as spawn some enemies potentially. After that will probably be character abilities/upgrades ("aspects" and "pacts"), since the weapon arts will require unique animations.
Thanks for the feedback, it's really appreciated!