Koboo: The Tree Spirit - 1.03 Update - August 27, 2024
Enemy Fixes
Moving enemies now have much better AI, no longer floating or falling off platforms.
The Specter boss now fires their first two attacks from their wand.
Melee hitbox indicators are slightly bigger. (The actual hitboxes aren’t changing, just the visual)
Bosses now have their health set to their max threshold when they have reinforcements sent. (Essentially, damage over time effects and Conduit will no longer affect them while they’re invulnerable, and high damage attacks will not overflow their phase)
Fixed the Parry bug for Rowan’s sword attacks.
Level Changes
Relics and Infusions now drop in fixed locations where they won’t overlap with weapons, portals, or characters.
Relics and Infusions also no longer disappear when you leave them or swap them out.
Added some walls where tiles mismatch.
Pushed the spawn trigger for the Specter boss fight further from the edge.
Fixed music playing at start of game before intro.
Miscellaneous Changes
Changing Max Lives in the “Difficulty” settings now affects your current run’s lives immediately.
The Exit button in the main menu can now be reached on controller. (Our ploy to get you to keep playing has failed! ):< (just kidding <3)
Added pretty particles to Relic and Infusion pickups.
Fixed some typos, mainly that of the “Hermit” relic.
Once again, let us know if you are experiencing any bugs or issues and we will work on a patch ASAP!
Hope you are still enjoying Koboo! ːsteamhappyː - Simon and Jerome
Koboo: The Tree Spirit has Launched %15 Off! 🎉
Koboo: The Tree Spirit has finally released after 3 years of since my first Steam update! Thank you so much for all the support on Kickstarter, Discord, my family, my friends and the Steam community we have built up together! Also, I made sure to localize the price as best I could so you should be able to afford Koboo wherever you are in the world.
It will be %15 off 🏷️ for the next 2 weeks!
We are also working to fix some of the minor bugs that some players have experienced recently and will be out with a patch ASAP!
Thanks again and hope you enjoy it ːsteamhappyː - Simon and Jerome
Koboo: The Tree Spirit is Releasing Tomorrow! 🎉 Pre-Release 1.02 Update
It is happening Koboo: The Tree Spirit is releasing on August 26th 3pm EST in less than 24 hours! This release was only possible thanks to the support of our Kickstarter, Discord and Steam community we have built up over the years 😁 Thank you so much!
Pre-Release 1.02 Update Notes - August 25th, 2024
Weapon Fixes
Added sound effects for Lightning Orb, Water Orb, and Shadow Orb.
Fixed a bug with the Knockout upgrade for Boxing Gloves working incorrectly at higher levels.
Infusion Rework
Animal Infusions have been massively reworked! They are now acquired throughout the run and can be applied to weapons, or found on weapons later in the run.
Weapons can now have up to two animal infusions, unlocking the first slot after the first boss and the second after the second boss.
Infusions now have three rarities! Each infusion has tiers of power. The higher the rarity, the more powerful the effect.
Seven new weapon infusions have been added. Check them out for yourself in Cayde’s shop!
Scorpion Venom has been slightly reworked. Now it’s critical damage is what is converted to poison.
Turtle Bash no longer reduces the target’s Attack Speed.
Owl Wisdom now has its effects split between itself and a new animal infusion for simplicity.
Animal Abilities
Added the Owl Insight animal ability path.
The Fox Curse animal ability is now available! This was meant to be added earlier, however it could not be accessed in the Favor Shop due to an oversight.
Decreased Animal Ability cooldown by 40%.
Added visual effects for Tiger Adrenaline and Deer Pacify.
Added a unique sound effect for Tiger Adrenaline, Deer Pacify, and Rat Swarm.
Abilities now only gain charge from weapon damage and damage over time effects.
Enemy Changes
Enemies now have new sound effects for their attacks to better distinguish them.
Off-screen enemies are now indicated with an arrow.
Many levels now have more variety with alternative wave packs. Some have tweaked enemies.
You now gain some favor after defeating a final boss.
New Settings
Added an alternative, more readable font option. It can be selected in the “General” settings.
Added a setting to give Koboo a black outline for better visibility. It can be selected in the “Gameplay” settings.
Added “Difficulty Presets”, which sets all difficulty settings to one of five modes (Chill, Story, Default, Hardcore, and Impossible). Individual settings can still be modified, setting the preset to Custom. This can be changed in the “Accessibility” settings.
Merged “Koboo’s Weapon Damage” and “Koboo’s Ability Damage” into “Koboo’s Damage Multiplier”. This setting now works more universally as well.
Miscellaneous Fixes
Mara’s Shop will not change until the player begins a new run.
Leaving in Mara’s Shop will no longer increment your run counter.
Scaled up Julien and the Mysterious Chest.
Readjusted some walls to better match tiles, in particular the water bodies of the new bonus levels.
Fixed some minor texture discolouration in some sprite renderings.
Removed Anti-Aliasing to improve performance.
Let us know what you think of the update! ːsteamhappyː - Simon and Jerome
Koboo: The Tree Spirit - Early Access - 1.01 Update - August 19, 2024
Insects
Added the Bug Collector menu! Access this menu from the Garden or Mara’s Shop to witness your glorious collection, and get a clue as to where to look for what bugs you’re missing.
Added pet bugs! You can now equip a flying insect you’ve caught from the Bug Collector menu. It has no mechanical benefit, but they sure are adorable!
To our wonderful Ancient One and Spirit of the Forest backers, you’ll have exclusive access to the Ancient Insect set right from the start! Once you’ve inputted your code, make sure to check the Bug Collector menu for your rewards.
Butterflies and Beetles have a reworked gardening effect. Check your Bug Collection or catch one yourself to discover it!
Fixed a bug (heh) in which some insects would apply the wrong type of bonus to your gardening.
Botany
Gardeners rejoice! Eight new flowers have been added to the game! Just like the current set, each has its own growth stats to watch out for when looking to maximize favor gain.
Added the Botany Encyclopedia! Access this menu from Mara’s Shop to check what seeds you’ve found and your maximum flower grade grown of each species of flora. See if you can get an S grade for each!
Flowers now have rarities! There’s common (which consists of all the previous flowers plus two new ones), uncommon, and the elusive rare ones. Rarer flowers have a slightly higher favor efficiency, but are often tougher to harvest. If you manage to get your hands on a rare seed, you better hope to survive the upcoming boss so you can plant it!
Flowers now have set locations in which they can be acquired. Looking to acquire an Andromeda? You could either try your luck at the riskier Edge of the Jungle or find a way in to infiltrate the Fortress.
Some of the old flowers have had their stats rearranged.
Added some gardening tutorials to better clarify farming mechanics.
Fishing
Added four new “fish” to meet, each with their own dialogue paths, arcs, and personalities!
Added the Fishing Journal! Access this menu in Mara’s Shop to inquire your relationships with various local denizens of the riverbanks. See if you can unlock all their dialogue and become a true diplomat of the sea!
Fish now have names, thanks to the Fishing Journal.
Fish now have specific rivers they frequent, making dialogue completion a lot more convenient.
Added a fishing tutorial when first entering a bonus room.
Weapons
Weapon progression has been mixed around. Players now start with Spear and Thorns, can unlock Leaf Axe, Blowgun, and Water Orb at favor level 1, Boxing Gloves and Shadow Orb at favor level 2, and Rock Shield at favor level 3. These will be better evened out once more weapons are added to the game.
Lightning Orb has been buffed! It’s Critical Damage has been increased from 50% to 100%, and its damage multiplier at maximum distance has been increased from x2 to a whopping x3!
Lightning Orb is replacing Fae Daggers in the tutorial playground to give new players a better showcase of our unique weapon catalogue.
Reworked the Scorpion Venom weapon infusion.
New Features
The Hub (Previously Mara’s Shop) and the Garden, especially the former, have been massively overhauled. Check it out for yourself!
Multiple Save Files have been added!
There are now 20 new achievements! How many can you get?
Added an overall play time counter.
Added a speedrunning timer.
Added a tutorial to explain Favor spending to the player.
Added a tutorial to explain boss fight mechanics.
Miscellaneous Fixes
Added a bar to help indicate when a boss is being protected.
Fixed instances of some story dialogue from the new side path characters not deactivating their text effects in accordance with the text effect setting.
Changed the first World 5 Boss text from “A Golem?” to “The Golem”.
Music for story elements and the credits now fade out much more smoothly.
Reduced wall jump displacement. This should fix the glitchy (albeit very funny) spike jump bug.
Fixed a crash involving an interaction with dropped relics and weapons.
Hope you are enjoying Koboo early testers! Full release coming in a week! ːsteamhappyː - Simon and Jerome
Koboo: The Tree Spirit - Prologue is out on Steam!
Koboo: The Tree Spirit - Prologue has Launched on Steam! You can play the free prologue which is an extended version of the demo with many more features.
Added the Favor Shop! Use Favor to acquire new weapons, infusions, animal abilities, and other upgrades. This is opened by speaking to a new friend of the forest, Cade, in the garden. How do you obtain Favor? Well, I’m glad you asked! Keep reading to find out!
Added Farming! Obtain seeds of endangered plant species throughout levels, which can be planted in Koboo’s local garden after every boss fight. Every visit, Koboo can tend to the flowers, nourishing their growth, and can be donated for a random range of Favor once they bloom. They can also continue to be watered past blooming to guarantee higher value.
Added Fishing! Seek out ponds and rivers to provide food to endangered species, befriend local sealife, and clear human trash from dying ecosystems. The more polluted the zone, the more Favor Koboo can acquire from clearing it.
One Favor is also obtained every time Koboo takes an animal ability or ability upgrade that hasn’t been taken in any previous run, or a weapon upgrade is taken to a higher level than before.
Weapon Balance Changes
Reduced the Turtle Bash weapon infusion’s base damage bonus from +75% to +50%.
Reduced the maximum Temporary Attack Speed from weapon infusions such as Tiger Savagery and Owl Wisdom from +100% to +75%.
Increased the base damage increase of Boar Force from 25% to 33%, but decreased the critical damage convert from 75% to 33%.
Reduced the time required to gain a charge level for the Winding upgrade from Leaf Axe from one second to half a second. Slightly reduced the damage boost accordingly. (Level 1: 2x -> 1.5x, Level 2: 3.5x -> 2.5x, Level 3: 5x -> 4x) In my opinion, overall, this is a massive buff that I expect will boost this upgrade’s ease of use and viability, hopefully not too much at the expense of its flashiness.
The Trickery upgrade from Fae Daggers has its effectiveness increased by +50%.
Reduced the Attack Speed of Thunder Orb by 20%.
Animal Ability Changes
Bunny Hop has been reworked, its passive effect will now instead trigger by running into and bouncing off enemies (See “Enemy Changes” below).
Removed Spirit Orbs (The purple orbs that spawn mid-fight to give Koboo ability charge).
Increased Ability Charge based on damage dealt by 200%.
Nerfed Wolf Evade?? [GET NAMES]
Level Changes
Koboo starts runs with one weapon instead of two.
Miscellaneous Changes
Mara’s dialogue has changed slightly to account for these changes.
New World and Final Boss
Added a Third World with New Enemies and a Final Boss
Bug Fixes
Magic Orbs will now longer be animated even when the game is paused.
You will no longer be able to Return to Menu (and therefore save progress) while in the middle of a cutscene or transition.
Fixed a bug where the Spear’s Duelist upgrade wouldn’t properly increase Critical Damage.
Koboo: The Tree Spirit - August 26, 2024 Release Date Announcement!
Hello everyone!
We have been running closed playtests of Koboo and have been adding features to make the game even better. We have implemented Gardening, Fishing and other meta progression elements into Koboo. As well as new Features like Weapon Infusions which will boost the power of your weapons in a unique way. We are also polishing features that players are not enjoying as much and making sure we have enough content for the Steam release.
Due to all these changes from player feedback I need to announce that Koboo: The Tree Spirit will be fully released on Steam on August 26, 2024 instead of July. So we will not be releasing in Early Access but this is going to delay the release on Steam by a month. Be aware that development of the game is going well but because we have been making many systematic changes to the games code and structure in the past few months (this will speed up future dev time) Koboo's development has taken longer than I expected and I would like to release a full-experience rather than an Early Access one.
Know that this decision is not taken lightly as it is important that my brother and I are delivering the best possible product and not one that is rushed or unfinished even into an Early Access release.
I am sorry for the inconvenience and I will keep everyone updated on the game's progress as accurately as I can. For backers with early access, you will be given a Steam game key as soon as I have a stable Steam build ready. You can join the Discord and message me if you would like to play an earlier build of the game as well. Also I can only send out one reward survey for backers so that is why I am taking my time to make sure I get all the details I need before releasing them to you.
Message me through Kickstarter or let me know if you have any questions I am Jerome on Discord Link Here: https://discord.gg/QPH2nrEFVa
Thanks for your patience and sorry again for the inconvenience,
- Jerome and Simon
Koboo: The Tree Spirit Demo - HUGE 0.8 Update
Mechanical Weapon Changes
Weapon Infusions! Koboo’s weapons are now each labelled with the blessing of a randomly assigned animal, enhancing its power. Use Tiger-infused Daggers to ramp up to insane attack speeds, or Turtle-infused Thorns to exhaust the competition before they can reach you, or a Snake-infused Lightning Orb to precisely knock out vital targets in a single blow!
Three of these weapon infusions are unlocked by default, but, similarly to unlocking weapons, as you play runs, additional infusions will be unlocked. They come in sets of three, until you have all twelve by the same point the final weapon is unlocked. This is tied to your run data, so if you’ve played previous versions, many of these will likely already be unlocked.
Melee attacks now lunge Koboo forward slightly.
Critical damage is no longer doubled against recently parried enemies.
Upgrades that affect Critical Damage (Surgeon from Fae Daggers, Sniper from Throwing Leaves, Hunter from Boomerang, and Barbed from Thorns) are now multiplicative, to improve synergy and scaling with Weapon Infusions.
Fixed two completely different and very rare minor collision bugs.
Fixed a crash involving Magma Orb and environmental objects.
Fixed a collision bug where melee weapons would sometimes strike enemies in both directions.
Individual Weapon Changes
New Magic Weapon! The Water Orb conjures a Storm Cloud above Koboo that summons raindrops. These can be pulled towards Koboo, allowing them to fire them from a range with proper timing and positioning or to amass and trail them for one big assault. This one’s tricky to get used to, but we hope to see what unexpected techniques you have for this wildly experimental weapon!
Leaf Axe’s Base Damage has been decreased by 6%, to 30 damage. Also, its Attack Speed has been reduced by 5%.
Throwing Leaves’ Attack Speed has been decreased by 4%.
Fae Daggers’ Base Damage has been increased by 17%, to 14 damage, and their Critical Damage has been increased by 33%, to 200% (x3 Damage on Crit). However, their Attack Speed has been reduced by 12%.
Magma Orb’s Base Damage has been reduced by 8%, to 22 damage.
Lightning Orb’s Attack Speed (how often it can be triggered) has been increased by 50%.
Thorns’ Critical Damage has been increased by 33%, to 100% (x2 Damage on Crit).
Thunder Orb has been renamed to Lightning Orb (Blame Jerome for this one ): or me for getting it wrong in the first place (._ . ‘)
Throwing Leaves will now only return and be pickupable after a second has passed (unless of course they trigger the Sniper upgrade’s returning feature).
Fixed a bug where Throwing Leaves and Thorns would slowly return to the player even while the game is paused.
Weapon Upgrade Changes
All weapons now have a fourth upgrade path! Since speccing into more than one upgrade path is being encouraged, we wanted to make sure players didn’t feel their options were limited when insta-maxxing was cut-off, and create more diverse build options in the process. Hence, more upgrade options! Hope you enjoy them as much as we did!
The Throwing Leaves upgrade Barrage (once a placeholder given the Leaf rework, now a Lightning Orb exclusive) has been replaced with Volley (similar to the upgrade of the same name from Boomerang, but functions slightly differently).
The Fae Daggers upgrade Trickery has been completely reworked, it now instead deals increased base and critical damage when attacking enemies from behind.
The Dribble upgrade from Boomerang had its calculations reworked. It now better scales with various attack speeds to remain effective. Its description has also been reworded for clarity.
The Execute upgrade from Leaf Axe now increases base damage instead of critical damage, triggering on every hit. This damage will also be reduced by 5% to compensate.
The Toxicology upgrade from Throwing Leaves and Fae Daggers now has its critical poison damage modifier determined by current critical damage, instead of a base x3.
The Scorch upgrade from Leaf Axe and Magma Orb has its damage increased by +100%. Partly as a standard buff, partly to compensate for the new Weapon Infusions system.
The Surgeon upgrade from Fae Daggers has been buffed, now losing only one stack upon missing a critical hit instead of two.
The Surgeon upgrade has also had its numbers adjusted to account for the buff above and the change in how critical damage is calculated.
The effectiveness of the Barrage upgrade from Lightning Orb has been reduced by -20%.
Fixed a bug where the Hunter upgrade from Boomerang wasn’t properly being applied.
Very mild adjustments have been made to the Magma Orb’s Inferno upgrade’s damage modifiers to account for its slight damage nerf.
Animal Abilities
Ability Upgrades! As the run progresses, you’ll get the chance to upgrade your animal ability as well. But this won’t be your boring linear damage increases! Each ability has four unique pathways that change their mechanics and playstyle to match your current build.
Added two new Animal Abilities: Tiger Adrenaline and Deer Pacify!
Dealing damage is now half as effective at charging animal abilities as before.
Damage over time effects (From the Toxicology, Scorching, and Draining weapon upgrades) now properly increase ability charge.
Fixed a minor bug with ability charges surpassing the cap by a minuscule amount.
Wolf Strike has its damage reduced by 25%.
Koboo can now move for the last 25% of the Turtle Shell animal ability’s duration (Now called Turtle Cower at base level), while still retaining immunity.
Blocking incoming projectiles with abilities like Turtle Cower will now deflect them, effectively destroying them.
Bunny Hop has its damage reduced by 29%.
The Bunny animal ability now has a passive effect, dealing slight damage every time Koboo jumps on an enemy (With a brief cooldown).
Fixed another bug with abilities occasionally surpassing their charge limit under certain circumstances… here’s hoping we’ve got them all this time!
Level Changes
A new stage has been added after the first boss! It will progress similarly to what you’ve seen before, three standard stages then a boss fight, but the upgrade progression will be slightly different.
In Mara’s Shop, Koboo will instead pick two weapons among four randomized options. One will be melee, one will be ranged, one will be magic, and the last could be any of the above, even duplicates!
Koboo now gets a second animal ability after the third level, instead of a weapon upgrade.
Koboo will now have to acquire a second Level 1 Weapon Upgrade before unlocking Level 2 Weapon Upgrades.
Enemies in the earlier levels spawn slower.
Dropped Barrels deal twice as much damage as before.
Added a Droppable Barrel to Level 3.
Decreased enemy base health, but also increased enemy health scaling by level.
Stages will be introduced by title upon entering them, including the first one. Also includes a dramatic sound effect!
Cool Visual Stuff
Added a cursor, with a standard form in menus and a reticle form in-game.
The following status effects will now be clearly displayed as icons above an enemy’s health bar: Burn, Poison, Conduit, Stun, Barrage, and Attack Speed Reduction. There are six additional statuses associated with new Weapon Infusions and Animal Ability Upgrades. See if you can spot them all!
Changed the main menu background.
Rebooted Koboo’s look! Hopefully looks a bit more mystical this way.
Reduced base screenshake by -20%. Screenshake will now scale to freeze frame effectiveness, meaning more minute effects will have much less screenshake.
Added a slashing visual effect to the Cavalry Knight boss’ X-shaped attack.
The lightning attack’s visual effect from Storm Mages and the Cavalry Knight boss triggers sooner for smoother and clearer output.
Koboo taking damage has a clearer, more dramatic effect.
The wolf Koboo receives animal abilities and upgrades from is now animated.
Added a black box under character interact prompts.
Fixed a bug where enemy crit spots would be animated even when the game is paused.
Melee weapons will no longer be hidden when throwing a ranged weapon.
Weapon Upgrade, Ability Upgrade, and Ability Acquisition cards will no longer jitter when the cursor is just beneath them.
Removed the “Lives” text from the Health GUI and updated the icon. PLEASE WORK THIS TIME
Reduced hit indicator effects when enemies are hit, and scaled them based on damage dealt.
Fixed tutorial text on rare occasions being much bigger than usual.
Reduced all freeze frame duration by 25%.
Enemy Changes
New levels mean new enemies! Six new ones have been added to give the later areas more variety, challenge, and complexity. This does not include the new boss guarding the second stage!
The duration of time in which enemies can be parried before attacking (when they have an exclamation mark) has been increased by +50%.
Shielded enemies will now have a shield bar that redirects a portion of damage taken into the shield if the target is attacked from the front. This should hopefully clear up this mechanic!
Fixed a bug involving boss phases progressing way too quickly.
The attack and windup speed of Storm mages has been nerfed by -33%.
Crossbow Hunters will no longer turn suddenly just before firing.
Enemies now die immediately upon defeating a boss instead of after an unnecessary delay.
Fixed a rare bug where enemies supposed to spawn would be unable to under specific circumstances, leaving the level impossible to complete.
Setting Changes & Additions
All settings have been reset for all players. Apologies for the inconvenience, we have a new system to avoid these mass shifts in the future. Game Data and Key Bindings are saved separately, so they should remain the same.
Added Bloom, Shockwave, and CRT to the Visual Effects options.
“Recover 1 Life After Rooms, All Life After Bosses” is a new now-default setting for Life Resets in the Accessibility tab.
Koboo’s colour options are better curated. Check them out for yourself in the Colours tab!
“Down + Jump” is a new now-default setting for Downward Attack Trigger in the Gameplay tab.
When Downward Attack Trigger is set to “Down + Attack”, the secondary weapon button will now properly trigger slam attacks.
“Hold to Attack” is now a default setting in the Gameplay tab.
When changing settings, only relevant updates will be made, making regular setting changes much smoother.
Added a custom window for Windowed mode in the General settings.
Miscellaneous
Added a ton of new music and ambience to levels, including unique boss themes!
Battle music will now start upon humans spawning and end once the last one is defeated.
General sound effect volume has been reduced by 30%.
Switching from mouse to keyboard or controller is now a lot smoother. No more mouse locking or accidental upgrades! This has been done in every menu except the Key Rebinding menu.
Fixed a bug with inputs not registering under freeze frames. This is now bypassed for certain inputs, including Ability Casts, Jumping, Dashing, and Weapon Attacks.
The story text appearing before the first run while being written will now skip the typewriter animation on ‘interact’ instead of skipping the text entirely.
Koboo can now wake up faster with more intuitive inputs than “Interact” (Movement Keys and Select).
Boss appearance cutscenes will no longer progress while the game is paused.
Switched instances of Canadian spelling conventions to American ones (Mainly usage of the word “Colour” to “Color”).
Hope you enjoy! - Simon and Jerome
Koboo: The Tree Spirit Demo - 0.7 Update
Magic weapon fans rejoice, old Magma Orb is back! It will now once again automatically damage enemies in its path, rather than requiring a trigger. The change back in version 0.3 seemed reasonable in a vacuum but fell short with the introduction of dual-wielding. This weapon has perhaps the most complicated history in our catalogue, and we hope this change will bring it back into relevance.
Animal Ability Rework
Animal Abilities have been reworked!
They no longer charge passively, and charge gained by dealing damage has been reduced.
Spirit Orbs now spawn on occasion during waves, fully charging your spirit ability.
Wolf Strike now has three charges. It charges three times as fast and all three are granted upon picking up a Spirit Orb.
Hawk Drop has been completely reworked into Hawk Screech. It deals damage around Koboo and Parries enemies with an exclamation mark.
Turtle Shell now forces Koboo to stay still and has a more dramatic visual effect.
All Abilities have a small amount of screenshake and freeze on cast for dramatic effect.
Wolf Strike, Snake Blink, and Bunny Hop all deal more damage.
The UI better indicates how many charges the player has of an Animal Ability.
Weapon Changes
A new ranged weapon is available, with three all new upgrade paths! This one is more akin to the Throwing Leaves before the rework in the previous update, but has a unique mechanic to compliment Dual-Wielding synergy.
In Mara’s Shop when beginning a run, Magma Orb will instead be available immediately, and all other weapons will be available one run sooner.
Magma Orb has been reverted to its original mechanics, it now damages enemies automatically.
Old Inferno is also back! The Inferno upgrade from Magma Orb now instead summons additional orbs on the same orbit all with reduced effectiveness.
Damage over time weapon upgrades, such as Scorch from Leaf Axe and Magma Orb and Toxicology from Throwing Leaves and Fae Daggers, now deal a set amount of damage (12 and 3 per upgrade level respectively) and the description has been changed for clarity.
The Trickery upgrade from Fae Daggers has been buffed, now applying increased damage to the next two strikes after dashing, instead of just one.
The Ricochet upgrade from Boomerang has been renamed to ‘Dribble’ to avoid confusion regarding its function.
The description for Ricochet (Now Dribble) has been reworded for clarity.
Enemy Changes
Enemies now reveal the location of their next crit spot.
Critical Damage is no longer multiplied when an enemy is winding up an attack. (It’s still multiplied against parried enemies)
Enemy Attack Speed is now calculated slightly differently. Enemies will have it updated after their next attack if the player changes their accessibility settings mid-fight.
Ranged Enemy Attack Indicators will now scale with distance so they are visible regardless of Koboo’s distance from the attacker.
Bosses now start attacking much sooner.
Cutscenes and Transitions
The eye opening scene that starts every run after the first can now be skipped by pressing the ‘Interact’ key. (By default, ‘F’ for keyboard and RB or R1 for controller)
The menu has a transition when beginning a run. After your first run, this transition also helps load the rooms for a smoother opening.
Bosses have a much more dramatic entrance.
Dialogue now reveals fully on click instead of skipping entirely.
The interact button icon now appears under dialogue to indicate how to continue.
Visual Fixes
Changed the Wolf sprite to be more detailed and imposing.
NPCs like Mara are now properly affected by lighting and shaders.
Enemies have a faster, punchier flash when they take damage. The colour of this flash can be changed in the ‘Colours’ settings.
Added the word ‘Lives’ to the UI in the hopes it’ll finally be clear to players lmao you know I love and appreciate y’all but this is the bane of my existence. <3
The aim indicator for controllers is now only revealed when the player wields at least one ranged weapon.
Added a sound, screenshake, and visual effect to slam attacks.
Fixed some visual bugs with slam attacks.
Fixed some visual bugs for wielding multiple melee weapons.
Other Touch-Ups
More punctuation has been added for formality and consistency.
Fixed typo in settings from Anti-Alias to Anti-Aliasing.
Added a small indicator just under Koboo to show dash cooldown. Its colour will match the GUI. This can be removed in the ‘Gameplay’ settings.
Fixed a bug with secondary weapons not properly adapting to hold-to-attack settings.
Fixed a bug with players still being able to perform certain actions while dying.
Better controller support has been added to the “Thanks For Playing!” menu.
Hope you enjoy! - Simon and Jerome
Koboo: The Tree Spirit Demo - 0.6 Update
Overall, this update is mainly Weapon changes, updates, and reworks and some general Quality of Life changes. For one such change, we resolved the Playstation controller issue! Turns out the problem was in a single line of outdated code and we solved it by… pressing backspace 3 times :’) Also, I assume many were confused about the parrying mechanic, well fear not! While our original plan was to introduce the concept to the casual player base once more complex tutorialization was added, this update seeks to rework and canonize it. This update also contains a new melee weapon, with one of its upgrade paths utilizing the new parrying mechanic. Hope you enjoy using it as much as I do! <3
New Weapons and Reworks
Added a new Melee Weapon with its own upgrade set! You can find it in Mara’s shop
Parrying is canonized! Parrying is no longer universal, it can only be accessed with certain melee weapon upgrades, one from the Leaf Axe and one from our newest weapon…
Reworked Leaf Axe to have lower Attack Speed and higher Base Damage, emphasizing its status as a heavy hitter
Slightly buffed Fae Daggers’ Attack Speed for a similar reason as above
Reworked Throwing Leaves, they now deal significantly less damage and have significantly higher attack speed and ammo capacity, as well as a Critical Damage boost, we’re also looking to visually and thematically rework them in a future update!
Weapon Upgrade Changes
The Axe’s Bludgeoning upgrade now enables Parrying under certain conditions and the description has been updated to reflect this change
Also Buffed the Stun Duration and Damage Bonus of Bludgeoning, particularly further down the tree
Buffed the Critical Damage Bonus of the Daggers upgrade Surgeon
Buffed the Critical Damage Bonus of the Throwing Leaves upgrade Sniper
Buffed Toxicology to apply triple Poison damage on Crit, and slightly changed its wording for clarity
Throwing Leaves now has the Barrage upgrade (From Thunder Orb) instead of Shocking
Axe now has the Scorch upgrade (From Magma Orb) instead of Enrage
Quality of Life
Added better Playstation controller support
Added a menu before the standard options to improve menu navigation
Added an option to remove Controller Rumble
Added a satisfying rumble to upgrade menus, and upon picking up a weapon
Icons for keys and buttons will now properly reflect their current binding when remapped
Made interacting with NPCs clearer
Instances of the word “dodge” or “roll” have been replaced with “dash” for consistency
Visual Fixes and Additions
Battle Priest’s (The Hammer Enemy) attack sprite now gives a clearer indication of its range and collision
Form Shift will now match Koboo’s colour
Added more flourishes to the upgrade menus to make selection clearer
Added a Loading Screen for a smoother opening transition
Updated the Logo in the main menu
Increased some text sizes to improve visibility on smaller screens
Bug Fixes
Fixed several bugs with the new upgrade menus and various interactions with multiple menus opening
Fixed bug with players temporarily surpassing their maximum ammo count with Boomerang
Fixed a bug with some instances applying too much screenshake
Fixed a bug with rebinding the Pause button
Vertical Sync is now On by default as intended (This will only update for players playing for the first time)
Miscellaneous Changes
We were so close to having evenly-lengthed categories!! :(
Anyway, the first level is now simpler and more consistent
Hope you enjoy! - Simon and Jerome
Koboo: The Tree Spirit Demo - 0.5 Update
Gameplay & Mechanics
As done with the previous patches, a new weapon has been added! This one’s a magic weapon meant to better complement the new dual-wielding system
Enemies now appear periodically in live waves, hesitating too long will leave you overwhelmed!
Waves, in general, are more dynamic, flexible, and varied
Enemies now spawn during boss fights once the boss reaches certain health thresholds, we’re hoping this will add intensity, strategy, and build flexibility to these fights that some roguelikes are known to fall prey to
Buffed Magma Orb’s base damage to make it more rewarding, given it’s difficulty of use with the introduction of Dual Wielding
Added an indicator to melee and ranged enemy attacks, making them significantly clearer
Reduced the default attack speed of all enemies
Added a few frames of delay to enemy attacks
Added a setting to change how slam attacks trigger (Whether with Down + Attack or just a downward press), we have our eyes on fleshing out this mechanic…
Added a setting to allow players to Hold to spam attacks
Added a setting to allow players to Hold to spam dodge rolls, or even to dodge by double-pressing left or right
Jumping no longer resets dash cooldown
The Axe’s Bludgeoning upgrade now works as intended
Boomerang no longer has buggy collisions with walls
Visual Effects & Audio
Magma Orb has been visually reworked, it’s now a lot clearer when it’s being used
Added a Vertical Sync setting
Added an Anti-Alias setting
Added a settings button to centre the window
Changed the attack indicators of Controller enemies (Like the Storm Mages) to match the new indicators and their settings
Added a setting to change the GUI colours, whether back to the classic white from before the previous update or to one of five new variants
Added settings to reduce or increase the effectiveness of certain visual effects, those being Screenshake, Enemy Shake on Hit, and Freeze Frames
Added a setting to increase or decrease the size of damage text
Added settings to remove rainbow text and text animations
Changed Exclamation Points for enemies to match the new indicator colours
Added new effects to make the Weapon Upgrade menu a lot smoother and prettier
Fixed a minor visual bug with the Weapon images in the GUI
Added sound effects for selecting Weapon Upgrades and Animal Abilities
Added a clicking sound effect to the option menu
Added an option to change the volume of Ambient sound
Added flourishes to some text boxes
Fixed issues with the camera moving out-of-bounds
Shortened appearance of Stage Clear text
Changed the death animation and event
Resolved bugs involving the scrolling GUI and aspect ratio when your first run begins
Made GUI and aspect ratio scrolling run a lot smoother
Accessibility & Difficulty
Added a setting to increase or decrease enemy attack speed
Added a setting to increase or decrease Koboo‘s life count
Added a setting to change when Koboo’s life count resets
Added a setting to increase or decrease the time before Koboo‘s last life is expended
Added settings to increase or decrease Koboo‘s weapon or ability damage respectively
Added a setting to change Koboo‘s colour
Added settings to change the new attack indicator’s colour and transparency
Added a setting to remove the Exclamation points clearly signifying an enemy attack (and potential parry)
Miscellaneous Changes
The description of the Magma Orb’s Inferno upgrade has been updated to match its change from the previous patch
Upgrade rooms have been removed, Mara and the Spirit Animals now appear after the enemies in a room are scared off to grant Weapon Upgrades and Animal Abilities respectively
Fixed glitchy textboxes when standing by interactables
Changed some interactable collision mechanics to improve consistency
Animal Abilities are now offered in a brand-new Menu