Update 0.18 ๐Ÿ‘น๐Ÿ”ช๐Ÿ˜ด Killer plants and much more


Spike Traps, 4 New Monsters & a change to how Rest works

Hey hey Deathballers!

I hope you've been enjoying the new Daily Challenge mode. I'm back this week with some more new deadly dangers to populate the dungeon, and a significant change to the way the Rest ability works.

๐Ÿ‘น 4 New Monsters

Potted Gob

A man-eating pot plant. It can't move, but its bite packs a real punch. Keep it at arm's reach or simply push their pot away in a condescending manner.

Rooted Gob

Like its potted counterpart, but rooted into the ground so it can't be pushed. This Gob is free to grow larger in the soil, which means it can reach further with its bite. Best avoided.


Hunter Mad Lad

The Hunter variety is a new 'movement behaviour' for your opponents. Monsters with this behaviour will chase after the nearest player. You can identify them by their teal colour instead of the usual green or orange.

Brutolith

A terrifying new super-enemy that shows up in Trial 4. It hunts down players and lunges at them when it gets close. What does the Brutolith look like? You'll have to make it to Trial 4 to find out... but you might not live to tell the tale. ๐Ÿ’€

๐Ÿ˜ด Resting no longer uses up all your AP

NOTE: This change is somewhat experimental, so I welcome your feedback.

When you use the Rest ability you will now only consume 1 AP (instead of all your AP). Several players rightly pointed out that it really sucks to run out of Stamina and be forced to rest on a turn that results in death.

Now, you can Rest using your first action point, then move out of harm's way with your second.

To balance this out, Resting now only replenishes 6 Stamina instead of the full 9, and the Powernap perk has been changed to boost that number instead of granting a free rest as it used to do.

๐Ÿ”ช Spikes

Wuh-oh!

These deadly daggers marks the introduction of traps, something I've wanted to add for a long time. I intend to add several more types of trap, which may eventually be unique to each different Trial. But for now, you'll see spikey death tiles randomly appear in most stages.

Traps do their thing after your player turn, before monsters take their turn. Anything standing on a spike trap in this time will be skewered.


Here's the full list of changes in update 0.18...

๐Ÿ†• Changes

  • Added Potted Gob monster.
  • Added Rooted Gob monster.
  • Added Brutolith monster.
  • Added player-chasing monster behaviour for new Hunter Mad Lads.
  • Resting only uses 1 AP instead of all remaining AP.
  • Resting only restores 6 stamina instead of fully replenishing it.
  • Power Nap perk now boosts how much stamina is restored when you rest instead of causing resting to use 1 AP.
  • Added Floor Spikes traps which can randomly appear in all stages.
  • Goalies now track the Ball and try to block it from entering the goal.
  • Goalies health reduced to 3 from 5.
  • Non-goalie monsters no longer move behind the goal line.
  • Player help popup now appears instantly instead of animating from left.
  • Improved dust particles when characters move.
  • Improved star particles when characters die.

๐Ÿ› Bug Fixes

  • Fixed AI quirk where Savage monsters would sometimes step away from the Ball if a direct path was blocked.
  • Fixed issues with Redhorn's charging animation.

In the next update I intend to introduce new systems that will give you more control over how you upgrade your team.
Until then, give me a follow and try out the new version of Dungeon Deathball!


Enjoy!

Matt

Files

DungeonDeathball_v0-18-0_Windows64_Standalone.zip 63 MB
Nov 10, 2020

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