Looking for Heals cover
Looking for Heals screenshot
Genre: Strategy, Adventure, Indie

Looking for Heals

Hot-Fix: Guild Vendor Bug

Fixed a bug that would cause the alert pop-up to stay on screen after purchasing a new spell or item.

The Tactics Mode (Re)Update

I found time over the weekend to port over the direct fighter control from Early Access back into the game. It is now available as an option in the pause menu. This will allow players to send and recall fighters, and disable the AI-driven behavior.

A big apology for those players who really liked this feature before the removal. Early Access didn't have much feedback for existing features players actually liked, and the few who did comment were conflicted! So the initial reaction to removing direct fighter control initially seemed like the same response that came from other updates during development. But it looks like many of you really loved this EA feature, and still want to play(!), so for you all I hope this brings the game back to a good spot for you. Life changes will have me unable support the game much after this update, but I hope this wraps things for a while. Thanks for playing, and keep supporting weird indie games.

-Jay

Summer Sale Update

Hope everyone is enjoying their summer, here's a little update to tidy a few things up in the game. The biggest change is that players who breezed through the standard game difficulty can now test their skills in New Adventure+. Enjoy!

Features



  • New Adventure+ added! Players can choose a harder version of the game after beating it on regular difficulty. Enemies have 33% more health and damage.
  • End screen added after beating the Sewers. The game now rolls the credits and no longer loops back to the desert with increased difficulty.


Fixes



  • Large loot drops are much easier on the frame rate
  • Pyromancer bats should always spawn in-bounds
  • Bonus chest should always spawn in-bounds
  • Electric Beltaloo should attack the same enemy fewer times per charge

Hot-Fix: Guild Vendor Bug

Fixed a game-breaking bug where the player could be teleported outside of the Guild after talking to a vendor.

Looking For Heals OUT NOW!!

Good news everyone,
Looking For Heals 1.0 is dropping today!
Thanks so much for the support and feedback these last 2 years! IT'S HEALING TIME!

CHANGE LIST



  • Health bars are now much bigger and easier to see
  • Shrank down some dungeon sizes by one room
  • Player can now sprint when out of combat
  • Selection cursor for controller has been improved
  • So many UI tweaks!
  • Removed the enrage timer
  • Helper Overlay added to explain some newer mechanics
  • Fighters are now killed when essence is depleted (game over or quit)
  • Mana no longer works on 100%
  • Killed all the weird bugs that could occur after traveling back to the guild hall
  • Revive has larger area on the fighter
  • Level NPCs have been added for that narrative touch!
  • Lowered pricing on most unlockables
  • Fear when shielded no longer glitches
  • We now refill mana on combat finish
  • Moving during final cutscene in tutorial is disabled
  • Achievements have been added!
  • The bartender now talks to you for added immersion
  • Removed Ice block from elementalist, replaced with chain lightning on fighter death
  • Traps have been removed
  • Ice mage cast time reduced
  • Rescue Portal now shows up in the fourth slot on a fresh game


Update #18 The End of a Journey

After thousands of work-hours, hundreds of squashed bugs, tons of features, and enough iterations to make your head spin...I'm happy to announce that this will be the final update for Early Access.

This feels like a good time to reflect.

When Stu and I started this project 2 years ago, I had no idea where it would take us.  We had high hopes for our weird little healing game, and were determined to make it a fully-fledged Steam title we could both be proud of.  A lot has happened since those humble beginnings.  We received a couple local awards, got to participate in the GDC Indie Megabooth, and even got a glimpse of the world of indie publishing.  It ran the full spectrum of experiences in this industry.  From its euphoric ups, to it's crushing downs.

I decided to go full-time on the project for most of 2019.  Leaving a steady job to work on something you truly care about with no guarantee of success...it's pretty terrifying.  You're never certain if you've made the right decision.  In the end, I'm confident that we brought the game's super-risky design to a good spot...but it's true when they say a game is never truly finished, and it's time to start the next project. I hope the game brought a bit of fun into your lives, and thanks for all the support over the last two years.

So with that, here's the last update for Early Access.  I hope you enjoy it.

See you at the release,

Jay

Updates:



  • Essence bar is now segmented for the amount of fighter deaths before a game over
  • Essence now increases in discrete amounts per player character essence
  • Mana potion is now a permanent item for all player classes, except Necro
  • Migrated class items over to be new player spells instead
  • Bosses now show up as trophy heads in the Guild Hall
  • Added help overlays for the gameplay and inventory screens
  • Added full description to unlockable items in the Guild Hall
  • FX pass on many game elements
  • Updated the controls page to reflect latest design
  • Added Cost, Cooldown, and Cast Time descriptions for spells in spell selection screen
  • UI fixes for non-standard resolutions
  • Balancing on most spells and enemies
  • Several major and minor bugs addressed

Update #17 New Spells, New Buffs, and Balancing

We're getting close to the end folks! Here's the follow up to last month's update, with more spells, items, buffs, and a boat-load of enemy balancing. Next up is the narrative pass, along with the last level of the game: Ice Mountain. After that, it's Steam integrations and the long-awaited polish pass. See you soon!

Updates



  • Added Crit, Block, and Dodge chances to all classes
  • New Support Item: Hot under pressure. Greatly increases crit chance when low on health
  • New Support Item: Iron shield. Increases your block chance
  • New Support Item: Sneakers. Increases your dodge chance
  • New Spell: Enrage. Increases crit chance on a fighter for a 8 seconds
  • New Spell: Phase Shift. Greatly increase dodge chance on a fighter for 10 seconds
  • New Spell: Rescue Portal. Teleport the fighter to the healer's location
  • New Spell: Evergreen. Heals the fighter continuously over several seconds
  • New Spell: Blessing of Light. Temporarily increases all healing on targeted fighter.
  • New Buff: Shield Aura. You are surrounded by an aura that blocks all damage. Goes on cooldown after each use.
  • New Buff: Comradery. All remaining fighters become enraged when an ally is downed.
  • New Buff: Timeout. All remaining fighters gain a shield when an ally is downed.
  • New Buff: Holy Word. All healing is increased for the first 10 seconds after entering a combat room.
  • Defender ability has been replaced with having higher block stats
  • Improved Enemy AI to not use certain powerful abilities if they are already being cast
  • Cooldown and healer speed buffs can stack, all others can only be applied once
  • Enemy health +33% and Damage +50% for each loop


Fixes



  • Changed ice mages to stop channeling their attacks periodically
  • Fixed a bug where the mini-map would stop generating
  • Improved ranged fighter position finding
  • Roll Troll and Rat Mother can now be attacked (Thanks MrMcBad)

Update #15: We're Back!

It's been a while since our last update, but thanks for your patience as we take this thing to the finish line in the coming weeks. We've made a major pass on the UIs that I think you'll like, and healer classes have new special abilities!

Features and Updates

  • New Song for the Guild Hall by Chris Sinnott!
  • Decreased the average size of all dungeon floors by 20%
  • Added a level progression bar to the loading title and game over screens
  • Updated Game Over Screen
  • Updated Level Title Screen
  • Updated Fighter Inventory Screen
  • Level up system has been streamlined! Health and Speed will gradually increase up to the new level cap.
  • Updated Choose Spell Screen
  • Updated Resume Popup at the Guild Hall
  • Healer Class Changes: All classes now use the same Heal/Shield/Rez slots, with special perks for each class
  • Priest starts with extra essence
  • Elementalist now freezes nearby enemies on First Strike.
  • Battle Medic now poisons nearby enemies on First Strike.
  • Paladin Healing Radius has been decreased
  • Necromancer is hardcore: Starts with less essence but gains it on each enemy kill. Also damages enemy health when nearby!


There's not much left for LFH but look forward to one more level, a narrative pass, and of course...achievements! Stay safe and healthy out there.

-Jay

Update #14: Sound Pass

We're back with a big pass of sounds from my old Dungeon Defenders colleague, Afshin Cohen. Updates will be a little lighter as we polish through the holidays, but the full release is nearly here!

Features and Changes:

  • Beastmaster pet now distracts enemies like the Vanguard
  • Ice Wizard now channels an ice storm instead of throwing ice balls
  • Pyromancers attack speed doubled
  • Most non-enemy sound FX have been replaced with shiny, new ones


Happy Halloween!

Update 13: Item Overhaul

Today's update gives the support items in the game a well-deserved boost in effectiveness. Many items that had a percent chance to proc will now always activate on the first hit made by fighters, as well as general damage increases across the board. See what crazy item combinations you can come up with! Defender and Assassin had some quality of life changes too so give them a shot.

Changes and Features:

  • Mark of the Death God: Now marks on First Strike
  • Scorpion Venom: Poisons on First Strike.
  • Shrunken head proc chances increased
  • Cats Paw: Teleport cooldown reduced
  • Bear Trap: Ensnares on First Strike, ensnare duration increased
  • Explosive Eel Essence: Explodes on First Strike
  • Nasty Knuckles: Stuns on First Strike, stun duration increased
  • Deadly Dragon: Now executes enemies on First Strike, threshold increased
  • Electric Explosives: Always procs now
  • Putrid Corpse Mine: Always procs now
  • Bottled Plague: Now procs on First Strike
  • Electric Beltaloo: Proc chance increased
  • Healing Amulet: Healing increased, when following healer
  • Nasty Knuckles: Stuns Enemy on First Strike
  • Milk of the Muscle: Now causes damage on First Strike
  • Shakira the shield fairy now casts an extended shield when entering combat rooms
  • Nitro Skin Proc chance increased
  • Goofy Ghost: On First Strike, fears an enemy.
  • Deadly Dynasty is now the Participation Medal: Spawn gold after every combat room
  • Teleporter turtle only works on attacking and chasing now
  • Terror Rez Spell: Fears all enemies on Rez
  • Removed Armored Salmon
  • Removed Healy Heals
  • Removed Life Leach
  • Removed Life God Totem
  • Stuns are interrupted by damage now
  • Assassin now Stuns enemies for an extra long time on First Strike.
  • New Adventure now directs players to the tutorial on first-time play
  • New Status added to the game: Fear
  • Defender changes: now blocks all damage on a cooldown
  • Bone King Fight has been tweaked


Bugs and Fixes (A big thanks to our Discord members):

  • Assassin no long inflicts bleed
  • Fixed Rat Mother fight to allow looping again
  • Removed back button on spell selection screen for now.
  • Fixed Drop item feature from dropping items that cost gold