Gelatine cover
Gelatine screenshot
Genre: Indie

Gelatine

Updated quest log & new way to upgrade the village

A short video demonstrating the new stuff:



https://www.youtube.com/watch?v=MenPzc2NrnA

Full change log:



Updated quest log

  • The raccoon will now offer up to 7 quests at a time, to make the questing experience feel less linear and more "sandbox-y".
  • The quest log now looks nicer and clearly indicates the type of each quest (boss fight / exploration / etc.)
  • The questline has been slightly changed and a couple more quests have been added.


Removal of the "threat level" system

  • In my opinion, the "village threat level" mechanic was adding nothing of value to the gameplay and made upgrading your village feel unnecessarily punishing. Correct me if I'm wrong.
  • Threat-reducing buildings can no longer be built, but might be re-added in the future with other functionality. Existing buildings will still exist, but you won't be able to build them again after demolishing.


Expanding the village through defeating invasions

  • The village will start out with only two building slots available.
  • The number of slots can be increased by securing additional parts of the forest - which involves defeating a small invasion, each being progressively more difficult.


Slime punch changes

  • Slime punch now accumulates combo points when hitting enemies.
  • The punch itself is slightly larger and has a slightly longer reach.
  • Will now only harvest trees if the cursor is hovering over the tree.

Chaos rifts and teleportation tech

A short video demonstrating the new stuff:



https://www.youtube.com/watch?v=aPuexztolv0

Full change log:



New feature: Chaos rifts

  • Chaos rifts are the primary source of Chaos ore, a new material used for teleportation-themed stuff.
  • You can manually create a chaos rift by combining 3 water essences and 3 fire essences.
  • In newly created worlds, chaos rifts will also naturally spawn underground.


New ability: Dimensional leap

  • Teleports you to the location of your cursor
  • Hold the mouse button to charge up the ability
  • Releasing the button before the ability has fully charged will cause you to teleport only partially, losing a portion of your health


New tech: Vertical teleporters

  • Crafted by the Engineer
  • When interacted, teleports you to the floor directly above or below, as long as it's within 20 tiles vertically


New tech: Unstable wormhole generator

  • Also crafted by the Engineer
  • Teleports you to a random point on the map


Minor changes and bug fixes (i.e. nothing interesting):

  • The player now starts very rapidly taking damage when stuck in solid blocks (e.g. after foolishly teleporting into a wall).
  • All light sources (torches, lamps and sunlight) are now slightly stronger, with their light reaching a bit further.
  • The skill tree screen now has arrows on the sides, to make it more obvious that the tree can be dragged around in all directions.
  • Removed some walls from the ice castle in order to not block navigation for flying elementals.
  • Jump pads no longer have physical collision with characters, as it was getting in the way and doing more harm than good. The functionality of the jump pads is not affected.
  • Storm elemental: fixed a bug with the challenging difficulty where the boss' starting health was higher than the maximum health, making it seem like the boss is initially not taking any damage.
  • Fixed a bug where you could get experience for "mining" air.
  • It is no longer possible to create an artificial "underground" biome above ground by placing a bunch of tiles that are normally found underground.
  • Increased the AI spawn rate in hostile biomes as I felt that it was way too low.

Slime whip ability and a bunch of tuning

New ability: Slime whip

  • Can be used both as a melee weapon and as a "hook" to traverse terrain.
  • Learnable as soon as you gain your first talent point.


Slime spear updates:

  • Slime spear now has an "auto attack" upgrade, making it more convenient for longer fights such as bosses.
  • Added a neat animation of "preparing" the spear projectile before throwing.


New structure: Ice castle

  • Newly created worlds will have a new structure generated on the surface of the snow biome
  • You might notice a portal-like device inside the castle - while it currently doesn't have any use, it will be used to enter an instanced dungeon in one of the later patches.


Tweaks:

  • Increased the XP rewards for initial quests, to allow the player to learn several starting abilities almost immediately after starting the game.
  • Flamethrower's base damage has been greatly increased, to make the ability viable in scenarios other than boss fights.
  • The cost of village improvements has been greatly reduced, to make the whole system more intuitive and reduce clutter.
  • The talent tree has been restructured and is now scrollable in all directions, to give more space for its further expansion in future patches.
  • Boss health was buffed by roughly 25% to compensate for the damage increase to player abilities.
  • Fixed an audio bug where the background music was restarting multiple times right after the world has finished loading.

Oct 01 Hotfix - quest descriptions and boss summon items

Initially, the only way to obtain the summon item for the Storm Elemental boss was by exploring the ice dungeon. Problem is, the ice dungeon is very easy to miss, causing the player to miss out on a whole boss fight.

This hotfix is aimed at fixing exactly that.

  • The "Moldy magic" quest text now clearly states that you should look for expired magic essences underground.
  • The summon item for the Storm Elemental boss can now drop from normal enemies in the snow biome.
  • The summon item for the Metal Core boss can now drop from normal enemies in the desert.