Another week, another feature: Class Abilities! There are now seven different classes that can appear in the applicant room now, each with their own unique skill to mix up your run.
Features and Changes:
New fighter classes added to the applicant room
Warrior Ability: Intimidate - Forces the target to fight you for a short time
Warrior Ability: Defend - Absorb a percentage of damage from allies around you
Warrior Ability: Battle Leap - Leap into combat, creating a small impact at your destination
Ranger Ability: Multi-Shot - Shoot two additional enemies with low damage arrows that are near your primary target
Ranger Ability: Animal Handler - Use a pet to inflict extra damage on the target
Rogue Ability: Vanish - Vanishes out of combat on a cooldown at the cost of having lower health
Rogue Ability: Bleed - Inflicts Bleed onto the enemy, stacking up to 5 times
Enemy move speed has been greatly slowed down to enable more time to make tactical decision during fights.
Added ability to drop items from the inventory screen (suggested by Lawrence)
Bleed icon size and position changed
Enemy Health has been increased to slow down combat
Both item and fighter stores show up in every level with much lower prices for fighters
Normalized player movement to be the same speed in all directions (Thanks Swaggasurus!)
Increased fusion rolls to be a 50% chance to upgrade when fusing equal rarities.
Made fighter sounds unique to each class archetype
Added mini-map marker for fighter store
Teleporter Turtle has been revamped
Increased the number of items you can bank to 6
General Item Balancing
Bugs:
Fixed issue that would break fighters when items reduced their health to zero (Thanks Stitch!)
Improved moonwalking issue with the speed elixir
Fixed problem caused when removing speed elixir from fighter
Non-Combat Room enemies were not receiving proper health scaling
Mini-Update: Item Progression System
We kick off progression features with the Guild Bank system!
Features and Changes:
Guild Bank Screen: Take back up to 4 items with you to be used on the next run. Start maxing out those item levels.
Guild Bank is saved between game sessions
New Bonus Added: Collateral Damage. Received when tricking enemies into killing 3 or more of their allies. One more way to get the fabled S rating in combat rooms.
Increased the death timer base by 25%
Health Shrooms no longer start you with partial health on equip
Items that fighters were holding will now pop out on permadeath
Inventory screen now pauses the game, can be used at any time, and contains 80% less grunting.
Bugs:
Fixed a screen glitch when resuming in the tutorial
Update One: Boss Integration and Bug Fixes
Here's our first update to get bosses started and to address those initial bugs!
Features and Changes:
Our First Floor Boss: The Bone King. A traditional "Tank and Spank" that requires tactical spacing and a little practice to get out alive. Hope you brought a Ranger or two! He shows up on the second floor.
Options Menu: With options for managing sound levels and visual effects if you're having performance problems with the screen blur
Added a new store to buy fighters mid-run
Balance Test: Changed the starting amount of fighters from 2 to 4. Let the madness begin!
Death timer on last life changed to be much shorter
Added a prompt to hit the inventory button after the first item is grabbed
Lowered the amount of gold released for the Dynasty Amulet
Halved the trail length of the fire boots to balance out their damage
Lowered the distance that fighters teleport to you when stuck behind gates
Added controller support to the fighter swap screen
Moved toggle HUD button to F8
Bug Fixes (A big thanks to our Discord followers!)
Title card repeating more than once in the Dungeon
Enemy spawn points should no longer overlap level props
Support item text fixes
Store Items should no longer appear in walls sometimes
Fixed a rare issue where teleport traps could teleport you outside of a combat room
Looking For Heals is out NOW on Steam Early Access!
We're so excited to launch “Looking For Heals” on Steam Early Access TODAY! Be sure to pick it up while it's 15% OFF with the launch discount!
Join our Discord to tell us what you love and hate about the game (We're listening and might just implement your ideas). Our first update is just days away! Let's do this!
Watch the Kinda Funny Game Showcase on June 10th!
We're super stoked to be a part of the showcase and we have a HUGE ANNOUNCEMENT planned for the show! Tune in next Monday June 10th @ https://www.youtube.com/kindafunnygames to find out what we have planned!
We won the Momocon 2019 Georgia Game Award
We’re thrilled and humbled to have received the @momocon indie game showcase georgia game award this past weekend!
Also thanks to everyone who stopped by our booth with kind words and thoughtful feedback.
If you haven't heard MomoCon is Atlanta's Premier Anime and Games Convention and we've been chosen as one of the 20 indie game finalists for the Momocon Indie Awards!
Not only that but we're also showcasing a shiny new build of LFH that weekend at the convention. We've made a lot of progress and are very excited to get it in front of you!
If you aren't going to be in atlanta that weekend don't fret. Just follow our discord and stay posted as we have a lot of exciting news coming up in the next few weeks!
Join our Official Discord!
Chat with us while we develop the only rogue-lite where the healer calls the shots! Discuss new feature ideas and hear about playtesting opportunities!