Minotaur cover
Minotaur screenshot
Genre: Hack and slash/Beat 'em up, Adventure, Indie

Minotaur

Online + New Boss Level



WHAT'S NEW?

- New level of mostly bosses, with a brand new boss at the top of the tower.
- It's also an online co-op level, if you walk through one of the three doorways. You can stay in singleplayer if you take the stairs to the right.
- Sadly, I did not get NAT punchthrough / NAT traversal working. So to host an online game you'll probably have to put your computer on your router's DMZ, or forward port 7777 to it.

WHAT ELSE IS NEW?

- In the Tutorial level, made the first enemy more aggressive, and moved the Greeks at the end so you have to run through them. Also removed the loud choir music.
- Added "Stats" translation to Russian, German, and Chinese.

6624 Hearts Eaten!

Update 22

- Added a Stats screen, showing your total stats, and everyone's total for the last 60 days.
- Reduced Minotaur's Scythe damage from chopping from 20 down to 15.
- Added some skeleton warriors to the temple, to fight with the big red priest.
- Added a few more Scythe Cultists to the temple.
- Moved the temple's weapon rack away from the wall.
- Sped up the Rock Weapon's attacks. They're almost twice as fast now.
- Fixed a few spots in the last level where computers may have been getting stuck.

There's some interesting stuff in the Steam Stats, in the last 60 days:
- 6624 hearts have been eaten.
- 554 computers have been killed by thrown weapons.
- 78 maidens have been rescued.
- 2590 computers have been trampled to death.
- 9911 computers have been killed by axe weapons.
- And limb/head severs, Weapons Used, Gore Kills, Spear Kills, and Halberd kills all are not tracking properly. :)

Improved Level 4



Update 21 - Improved Level 4

- Fixed a problem where camera movement was doubled, making it super fast. My code used to check for either a mouse move or a gamepad rightjoystick touch, and then move the camera. But something in Steam sometimes caused gamepad right joysticks to be re-interpreted as a mouse, causing double movement in my game. Since I can't control that, I've changed my code to accept either mouse or gamepad camera movement, but not both at the same time.

- Added new stair colliders to all of the stairs in the Sky and final levels, so now if you somehow fall through the mesh colliders, these ones will catch you and you won't get stuck. Unless the stairs are over nothing, then if you fall through you'll keep falling to your death, and you won't get stuck. :)

- Changed the final boss, so he will load at the start of the level, so really fast players can no longer run from the start to where he is before he's finished loading.

- Also gave him a few cultists to help fight Minotaur.

- Got rid of the teleporters in the last level, and replaced them with stairs and hallways. So you can enjoy the stress of travelling through dark areas, without railings, not knowing what's waiting for you ahead.

- Adjusted lighting in final level, I turned the brightness way down in areas that were lighting up low resolution textures.

- Fixed a bug where a few enemies were immune to all of Minotaur's weapons.

New Weapons + Improved Axe



Update 20 - New Weapons + Improved Axe

- Changed Minotaur's axe. It's now 30% bigger, has a bigger hitbox, and his swing animation is 30% slower.
- Added new weapons at the start of each level. There is a Hammer, Scythe, Sword, and a Rock (on some levels).
- Fixed a bug preventing achievements from activating.
- Made a few more corrections to the Russian translation.
- Fixed a problem with the final level's loading, where if you would run to the boss from the start he would still be loading when you got there (this also affected the 3 mini bosses). So now the level starts loading the boss and mini bosses much earlier on, from the first set of stairs in the level.
- Increased the size of a collider in The Ogre (the first boss after you leave the temple). This is to prevent Minotaur from running through him.
- Added wolves to level 2 town. They're like props that bite!
- Improved Minotaur's weapon picking up code. Now instead of grabbing the first weapon he sees, he will pick up the closest weapon to him.


Update 19 - Big Bird



What's New?

- Added a new semi-boss to the Sky Level, I call him Big Bird because he's just a giant guy in a bird costume. He has a normal slashing attack, and an ultimate that's unblockable, knocks you down, stuns you, and takes away 80% of your health. But he has an audio tell so you can avoid it, and on Easy the delays are longer and his attacks less frequent.
- Fixed a bug in the Temple Level affecting Minotaur's Target Lock.
- Fixed a bug with Mouse Input, where the Left Mouse Button would do a Swing AND a Chop. Costing tons of stamina.
- Improved Big Cultist in the temple. Gave him demonic sounds to make before every attack, and made him a bit more aggressive (on difficulties higher than Easy). And doubled his hitpoints so he can't be killed with 2 Aerial Chops.
- Added light reflection probes to the rest of the levels. So puddles of blood that build up near them, will now reflect parts of the level (instead of just lights).
- Added cloth physics to Minotaur's armor skirt, to make it move around as Minotaur moves.

Update 18 - New Temple



What's New?

- Expanded the Temple Level, there's a new section to go through, an enemy with a scythe, and a boss near the beginning. Also moved and removed a few waves of enemies, to keep the pace of the level moving quickly.
- Gave the mountain town troll boss some sounds for attacking and spotting the player.
- Improved the Russian translation, thanks to i_GAME. So blame him if something's off. :)
- Fixed a bug where lots of computers would spawn with 1 hp.
- Fixed a bug with the PLAY button in the main menu, where it would try to load parts of levels and then usually crash. Now it will load the highest level you haven't beaten, or level 1 if you've beaten the game. I think this bug's been in for a few months now, ever since I split up the levels to make them load quicker.
- Fixed a bug in level 2 (The Road to the Temple), where Minotaur was immortal! It was caused by old camera code that wasn't fully removed, and would cause an error before the code reached the point where Minotaur could respawn.


What's Next?

- A re-design of the Sky Level, to make it less grindy, and make the boss battle more fun.
- Improvements and balance adjustments to all the earlier levels.

Update 17 - New Levels



What's New?

- Added a new level after the tutorial, with a bit of the labyrinth exterior, and a mountaintop town. It has a new boss, the Ogre. And an optional giant spider.
- Added a big mountainous section to the old level 1 (The road leading to a temple). To connect the previous level, and spread out the enemies more so you don't fight them all in waves.
- Also changed the checkpoints on this level, now instead of automatically getting them, you get them at campfires after defeating the enemies there.
- This level also has some new enemies; spiders, wolves, and spider campfire boss.
- The boss and waves of enemies at the temple are different too. The waves of enemies are gone (some deleted, some moved to the mountain), and the pair of two headed lizard dogs have been replaced by the elemental giant who was the final level boss.
- Removed baked light maps. Looks much better, and blood on the ground always looks dark and great. But this costs 10-15fps.
- Fixed some dragons bugs that were making human noises when they attacked.
- Fixed a bug in the main menu causing the cursor (from a controller or arrow keys) not to show on the Chinese, Russian, and German languages.


What's Next?

- Going to expand the temple, to make it more interesting to fight through.
- Random things from previous lists. :)





Update 16 - Russian and German

What's New?

- Translated the game into Russian and German.
- Added some giant black pillars in the last level, to help players figure out where to go next.
- Also optimized that level by only loading half of it at the start, then loading the rest as you play through it.


What's Next?

I've been playing a lot of Bloodborne lately, and I love their level designs. They're so interesting to explore, and also suspenseful and terrifying.

So I'm working on a new level for after the tutorial, with a couple new mini bosses, some hidden things, and the goal to make you afraid of what's around the next corner. :)

Also going to re-arrange the other levels, to get away from the wave design (like Conan or God of War), and switch to more of a Dark Souls design. Same amount of enemies, but fought in a larger level.

Update 15 - 简体中文

Translated the game into Chinese. With a little help from Google and Bing. :) They're not the most accurate for long paragraphs, but they're great for translating a couple words at a time. Which is perfect for the menus and control screens.

If you speak both languages and see something horribly wrong, let me know in a comment here or in the discussions. Or make a meme out of the mistakes like "All your base are belong to us" from Zero Wing. :)

Update 14 - Cards




Emoticons



:TheLetterM: :TheLetterI: :TheLetterN: :TheLetterO: :TheLetterT: :TheLetterA: :TheLetterU: :TheLetterR:

:TheLetterE:xtra


Badges and Backgrounds



I won't show them here (for spoiler reasons), but the site below usually lists everything.

https://www.steamcardexchange.net/index.php?gamepage-appid-496660