Milly Marathon Fixes: -Added 9 new achievements for Milly Marathon mode. --If you already beat anything in Milly Marathon, just look at the records page to get those achievements instead of replaying it. You can replay it if you'd like, though. It'll work that way too. -Should have fixed a glitch where entering the Blue Necromancer's place forced a Nightmare on Lira. -Made it so the bosses behave more like they do in Lina Labyrinth and are just chilling out waiting for you. -Fixed a few glitches where the bosses did not delete their projectiles on death in arcade mode. -Fixed a nasty glitch on arcade mode where the music didn't come back on certain screens. -Jeez, it's always Arcade mode where Necrolepsy has had the most annoying problems, lol. Other fixes: -Improved the Black Necromancer fight: --Made his final phase encompass a larger portion of the fight, and made the rest of the parts shorter as well. (equal 4ths of health before, now last 1/3rd is the last phase, with the rest packed in before it) --Made the projectiles he fires out of his hands have a higher delay rate for firing, and also aligned them better with his hands. --Duration of his stun state after attacking increased from 4 seconds to 5. --Health has been increased back to what it was before (500)
For the humility part. I'm going to be honest. Necrolepsy isn't selling well. I've been pushing it and talking to many games publications and content creators to see if they're interested, but I've had very few takers. That's how it is in the industry, it's extremely rough.
I suppose what I'm asking of you is to make sure that the positive reception the game has isn't wrong. If you know of anyone that's got a sizeable platform that would be willing to play this game, I'll absolutely send them a review copy and let them get into it.
I want this game to be at least moderately successful, nothing unrealistic like Undertale, Celeste or Freedom Planet numbers, just enough that I can pay off some debt and work on the next project. I already thought I'd be saving some time and money by not using a Kickstarter and working for the money myself on Necrolepsy, but even that small budget hasn't broken even yet.
All I'm saying is if you know someone or are friends with someone that can talk about Necrolepsy, let me know. I really need help pushing this game more into the market and I'd love for more people to get into it. You can contact me on twitter with @NecrolepsyGame or use the steam forums if you know of someone I could get in contact with. Thank you.
New Milly Marathon Mode! Plus other fixes
-Added the new mode, Milly Marathon, to the game! -Race to the finish in a 100 room gauntlet of enemies. -Has support for the same modes as Lina Labyrinth (Normal, Hard, Wake Me Up, Always Nightmare, Arcade Mode) -You can find it listed in the extras menu after you've completed the game. -Uhhhh have fun, broski. -Added proper menu statements about how to unlock certain modes in the Extras menu and Dev Story menu. -Added proper menu names to show if you're in Lina Labyrinth or Milly Marathon. -Added a fourth texture for the Nightshade Amulet to make it more obvious when Lira can life steal. -Made the Lamia have slightly longer stun durations during her fight. -Made the Black Necromancer have slightly less health, again. -Minor changes to the Wraith Lord: -Now his waiting phase in Lina Labyrinth and Milly Marathon grants him invincibility. -Will no longer teleport to either side when waiting to do the scythe spinning attack. So he'll just pick a side and stay there. -For some reason, changes in Ctarl Cave's art was undone. It's fixed now.
Small update to fix the UI
-Fixed some off collisions with enemies not properly touching the ground -Fixed an issue with Mighty Rollers not behaving properly at a large distance -Fixed an issue with Earth Elementals floating in Ctarl Caves, now should be glued to the ceiling. -Fixed an issue on the main menus where there was no prompt for deleting a save. Now it will warn you if you're going to delete your save game. -Changed some of the formatting for the load menu so the saves are easier to read. -Fixed an issue with the Blue Necromancer not facing the right direction when firing projectiles in his first phase.
Milly Marathon! A New Post-Game Mode Coming Soon.
So! Necrolepsy is coming out soon with a new mode, called Milly Marathon! This mode is a brand new post-game addition to Necrolepsy where you can go through the game in a gauntlet of enemies. Here are some features it will include:
-Has 100 floors of crazy fights. -Mixing up both a floor counter and a timer to get your high scores for that mode. -Enemies that are mixed up in different variations, including those of different stages. -Will also include the same modes as Labyrinth, including difficulties, filters and boosts from completed saves to make it a really fast process. -Additional achievements.
As for when this mode will be coming out? I'm not entirely sure. While I'm almost done with the base of the game, I still need to have some things worked on, like proper menu support and the save file for your high scores. So, that means sit tight and get hyped, because Milly Marathon will be coming out soon!
PS: Even if you can't afford Necrolepsy during this sale, Necrolepsy will go on sale for the same discount when Milly Marathon is released! So keep that in mind if you're looking forward to the game.
Smaller Balance and Art patch!
-Added some revamped textures to May Mansion: -background tiles in the mansion part -couches -trim in mansion part -Added some revamped textures to Fortune Fortress -Spear area background -Added some enemies to Fortune Fortress' Spear Light Beast area. -Changed how the Spear Light Beast behaves: -Now stays for a little bit after a hit, making the fight have combo potential -Spears now disappear when he's freed. -Increased health slightly. -Saw Light Beast has slightly less health now.
There's a few other things I plan to add to the art, but right now, my focus is on creating a brand new Bloody Palace like mode. I'm going to try and have it out before March, so it's going to be exciting to see that all working together!
Just remember to tell your friends about this game if you enjoyed it. Good word of mouth is the best way to tell people about something if you liked it!
Fortune Fortress Optimization patch
-Fixed the main menu's loading prompt having a layering problem with the filters and stage on areas. -Fixed a few spelling issues. Fortune Fortress: -Optimized the area a bit better by making some scripts abide to macro scripts (so 1 script does the lifting instead of 600 (Don't ask why that happened, I just forgot)). -Added some general object optimization to make the stage run much smoother -Fixed an issue with the Black Necromancer's AI that made him not follow you on his first attack.
One of my best friends from college pointed out that he had some optimization issues on the game in Fortune Fortress, and he wasn't the only one, despite the fact that this game uses little ram, it still used a lot of little processing power. So I devised something that should be REALLY optimized for slower machines. Now wait for the patch where I have to fix it again ahahaha.
New Update, minor menu fixes and gameplay changes
-Made the game by default start at 720p resolution instead of 360p. AKA x2 resolution. -Added proper backgrounds for the options menu. I have no idea why this took so long to do, lol. -Added a sign in May Mansion to help point out the place to go after the Vengeance Statue. -Revised the tutorial prompt to give a much more in depth hint about where to go after the Vengeance Statue. -Fixed a glitch in May Mansion that didn't play the right ambient track when Lira went to the next area. -Fixed some platforms not touching the wall in Fortune Fortress' final area on normal/hard. -Added some more enemies to Fortune Fortress' final area on normal/hard. -Fixed a Knight enemy that accidentally could run away from you, sadly funny but had to be fixed.
I'm not sure if you follow the twitter page, but I did announce I'm going to add some fun post game content, so keep an eye peeled for that!
Small update, had to change some graphical issues.
-Fixed a glitch where Vampires could hurt you by running into you. They shouldn't. -Adjusted some coloring with save statues and warp points. -Fixed a layering issue with the Lamia's sprites. -Fixed some glitches with the vampire: *Can no longer be hurt by it randomly (accidently set its "can't hurt you" variable to false on certain events) *Will no longer freeze your animation when you're killed from a die-on-nightmare effect *Can no longer say the F-word. -Made it so colliding with side spikes will move lira away from it a bit, and can be parried properly on the side now. -Changed the property of parrying so now you can move when doing a successful parry and it doesn't cancel your momentum.
Bigger Update! Final Boss fixes and others.
-removed a few enemies in May Mansion. -revised a few enemy placements in May Mansion, again :V. -Got rid of a platform that was underwater in Ctarl caves. -Added support beams in May Mansion's final area. (Kind of glad nobody noticed they were floating there, lol) -Added support beams in general to Shanoa Sanctuary. (Also glad nobody noticed they were floating there, lol) -Added a few extra enemies to Shanoa Sanctuary. Much more fun with those guys added! -Changed some of the last areas on the Wake Me Up Difficulty path via removing some firing projectiles and adding enemies. -Fixed an issue where the WMU difficulty path doesn't properly animate correctly, now it does. -changes to the final boss: *Wraith Lord doesn't stop in place for 2 seconds now. *Wraith Lord will stop in place for 2 seconds in the boss rush. *Made the Wraith Lord's decision making much faster, making the fight much faster in general. *Made it so he actually flies in the right directions when aiming at you before the second phase. *Added a barrier around him for when he's invincible; Some thought you could hit him when he was flying around. *with the shield, made it disappear properly when he can be hit or is hit for proper context.
When's the next update? Not sure. Right now I'm focusing on advertising the game like mad. I've been talking to a lot of reviewers and trying to make the game catch on a bit more. While the reception for Necrolepsy has been positive (Thank you very much!), the sales have been extremely slow burning, so I'm going to contact some more people and see if we can arrange some details. If the game gets some more momentum, I can add some extra post-launch things like bonus game modes and maybe even DLC! We'll see!
Bug Fixes from the 24 hour stream! Few more notes.
-Fixed an issue where the incorrect gibs loaded on the Wake Me Up path for Ctarl Cave's first sleep upgrade. -Fixed a problem in Beardsley Beach where it didn't properly reset Lira's items on the main menu. -Fixed a stretched wall on Fortune Fortress' WMU difficulty -Fixed some walls not having the correct gibs in Fortune Fortress. -Made it so jumping will now get out out of saw blade rails when spinning on them. -Corrected the Dash Light Beast's projectile size. -Moved the Spear Light Beast around in Lina Labyrinth so his positions match how they are in the actual game. -Fixed the Dash Light Beast entrance height in Lina Labyrinth. -Fixed a stretched texture in Lina Labyrinth before the Lamia. -Fixed a glitch with the Lamia where she may be unable to damae you during her spin attack, that also makes the fight harder. -Made it so Lina Labyrinth has the boss health bars show up. -Fixed a glitch where Lira couldn't throw a spear while recovering from getting hit (was supposed to be when she's in the hit state).
Side notes: It's probably going to take a while longer to add some extra sound effects. The Sound designer has decided to quit to focus on his health, which is great, I wish him the best. In the mean time, that means I'm doing the sound effects so I'll be ordering a good suite of them soon. Consider this the last patch for a while, because I plan to add extra stuff to the game, but it'll take a while.