I'm incredibly excited to announce to you all that Witch Thief will be coming out really soon, like within the next month soon! We'll have a firmer date in the near future!
While we are talking about the future, I'm hoping to get a roadmap setup to help you all know what the future of Witch Thief will be after launch! Don't worry I'm going to keep on working on it to make it better with some new features and lots of fixes as they come up.
Make sure you tell your friends and even better get everyone to wishlist Witch Thief so you can get the launch discount that will be coming along with it!
Witch Thief will be showing at GammaCon!
Con season must be in the air!
If you're in Canberra and looking for a blast this weekend, come visit our booth at GammaCon! We'll be showcasing Witch Thief there alongside Cardboard Keep's other products!
In addition we'll have Witch Thief TShirts for sale along side steam keys!
So come on down if you can and say hi :D
Witch Thief will be at AvCon!
Good news everyone! Witch Thief will be showcasing alongside Cardboard Keeps entire suite of games this weekend at AvCon!
So if you're in Australia and Adelaide this weekend come on over to the convention. It's taking place at the Adelaide Convention Centre, play the game meet the team (The whole whopping one of me) and give me your feedback! I'd love to hear it.
Also we'll have some Witch Thief shirts, keys for the game that maybe will grant you early access :D
I hope to see you there!
Witch Thief Content update! New playable characters!
G'day friends!
It's been a while since I last posted but fear not I've been working away the past month to get a lot more content in engine.
You may also notice a brand new trailer is uploaded to the steam page now. This one with music!
Key points:
Three new Playable characters!
Each character with their own spell and passive abilities.
Story and writing finished!
New Corridor Events to keep moving between key rooms more interesting.
UI updates and improvements!
Stat tracking so you can know how many thousands of bullets you have fired!
It's coming along great! I hope you guys are getting excited because we are getting close to being ready for release!
New Character art! Many fixes! Many bugs squished!
More work completed and getting even closer to release!
Added Doll Maker Art
Adjusted pickups not spreading out enough
Added fix for in builds, the incorrect spawnpoint being used.
Added cheat codes to main menu
New slide in for main menu
Adjusted turn speed of arcane missile. Still playing with it
Weapon drops are now weighted to NOT give you the same weapon, making it slightly harder to get high tier weapons
You now lose one grade of weapon power when dying. You still drop any other grades you had (So if you have grade 3, you only drop two powerups)
Fixed the bouncy scale of the player weapon indicator
Increased dodge duration and speed
Added art for upgrading weapons
Applied a fix for shooting when facing a different direction. Should be more accurate now.
If only one enemy remains, it now gets a new attack that targets the player, so you won't ever have the last enemy looking dumb and shooting a corner.
Massively adjusted enemy hit boxes, they should all be hittable now with all weapons
Adjusted trigger zone for L2R3
Sword summon attacks now have a drop shadow
L2R6W1 book enemies swapped with swords
Added a muzzle flash for the player (Also a unity bug exists here which made it A LOT harder)
Player respawn should now not destroy long lasers
Enemy lasers should now fade out nicer
All dolls that target the player should be coloured correctly now
Disabled score popups from pickups on players position
Steal Spell now does more damage and fires bullets faster
Steal Spell now has a max number of bullets, destroying extras. This prevents too much damage and prevents heavy lag when 200+ bullets are overlapping.
Added new tool tips
All level ends now have a 5 seconds "collect stuff" phase before going to end level screen
Corrected a bad optimization zone in the Cathedral.
Rocks no longer drop pickups
Library level boss laser is now slower
Main menu Magic ring adjusted
Player movement now pushes the UI around, making it feel juicier
Trying out Announcements on road to release
Hello friends.
I'm going to try out posting my commit notes and occasionally how things are going as announcements here.
Should help let you know how I'm going with release for WT, it's getting close!
Without further ado.
Many bug fixes
Most importantly, fixed pumpkin bug that killed the game at the very beginning.
Added more FX to UI for shooting.
Adjusted score and weapon drops for kamikaze enemies.