Post-jam update and stuff


Now that the voting is finally over and I can update this thingy, it is time to update it and maybe write a bit of a postmortem. Yay.

Save files from the post-jam version will still be compatible with the updated version, so be sure to back up your saves before updating if you wanna keep progress. They can be found in "\www\save".

Most of the changes are visual, such as screen tints to match the background, weather effects, and a couple more types of torches/lights. This should hopefully make each floor more random and unique, I guess. There's also more music now. Music will be randomly selected when starting a new run, entering a boss room, or entering the next set of non-boss rooms. Also, more Harold heads to replace the blank space if you resize the window.

Added options to speed up animations, or turn them off. Hopefully this should make it less repetitive. I probably should've added it to begin with,  but wasn't sure if it would conflict with my other plugins which sped up some of the slower animations, and didn't have time to test it until post-jam.

New pots have been added. Regular pots may sometimes spawn as purple or orange. Nothing special about them, it's just for more variety of pots. A new type of pots, angel pots, have been added. Each floor has a 7% chance to spawn one, independent from other pot spawn rates, and they contain 1-3 revival elixirs. Should hopefully solve the issue of not getting enough revives due to bad RNG.

New regular bosses have been added, bringing the total to 8. Previously, there were only 5 bosses, which resulted in some playthroughs having repeated bosses. There is now also a check to ensure you do not get the same boss twice in a row within the same run. In addition to the regular bosses, 4 Harold-themed superbosses have been added to the post-game as well. An optional one spawns at floor 20 if you have reached floor 21 before. Boss floors after floor 20 also have a 20% chance to spawn as a Harold superboss. They can be identified with their Harold heads, as well as a change of the BGM (Theme6 yay). Harold superbosses are more challenging than regular bosses, and drop two relics instead of one.


Negative statuses can now be removed by walking. Honestly, this was a tricky one to try and balance. I didn't want to invalidate debuff resist builds and cleansing elixirs, but some players seemed to struggle with them. By allowing debuffs to be removed by walking, the idea is to give players an additional way to deal with them in the early/main game, which becomes less reliable as the player progresses through post-game, due to increased enemy spawns.

New weapons, artifacts, and relics have been added. A few of the weapons are just alts of existing ones. Other than that, a new line of staves has been added. Previously, options for magical weapons were all sidegrades to the basic staff, trading off MAG in exchange for other stats and arguably much better effects. I realised not everyone was a fan of this idea, so this new line of staves is a direct upgrade to the basic staff (element aside), but has a weaker unique effect.

As for artifacts and relics, a couple of the new artifacts added are meant to counter debuffs, to give players more options. There are also artifacts and relics which trigger their effects upon winning a battle, to try and prevent "avoid all encounters" from being the superior playstyle, especially once the player has completed their equipment build.

Additionally, there is also a new encyclopedia feature, which records the stuff you found along the way. Again, this is mostly to give an incentive for fighting mobs (trying to complete the encyclopedia).

A couple of other miscellaneous changes:

  • Added an option to abandon the run and restart at floor 1
  • Added stone tablet things on floor 1 that contain useful information about game mechanics and stuff. (Mostly same info as the F1 key)
  • Enemies will now stop moving during the message windows that shows loot obtained.

Oh yeah, some bugfixes too.

  • Fixed Anima Asclepius using the wrong attack animation.
  • Fixed Windsweep/Shadowsweep Staff using the wrong icon
  • Fixed Poison dealing no damage.
  • Fixed Offhand weapon being unequipped upon death or gameover when dual wielding.
  • Fixed a couple of typos.
  • Fixed Nature's Wrath animation from playing after entering a battle if the user critical healed outside of battle.
  • Fixed Cleansing Elixir not removing stat debuffs

Hopefully, with these changes, the game should be more playable. The general idea was to try and make it easier to reach the ending (since it was apparently still too hard), while also adding harder stuff to post-game for those who want a challenge. In hindsight, there's probably a lot I'd do differently if I had to do it again, but I don't wanna break save compatibility, so maybe next time I guess. I'd also like to take this opportunity to thank everyone who played the jam version; the feedback and comments have been mostly helpful. There's probably still a couple of bugs I haven't quite figured out how to consistently replicate or fix (infinite potions/ally select bugged), but for now, I think I'm pretty much done with the game... Post-jam burnout and depression is real :<

Files

Ascentower-v1.1.zip 176 MB
Apr 27, 2023

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