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

Looking for Heals

Week #2 Update: Class Abilities

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.

We are fired up to say the least!

-stu
Join our discord!

Are you ready for Momocon 2019?



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!

http://discord.gg/qmTMhgF