Weekly update - 14 October 2024


I've been tinkering around with the overall game balance, added a new mutation (weapon) but most importantly I've added the evolutions to each current mutation, let me explain better:

Each mutation (automatic weapons) now has an "evolution": upon reaching some requirement, it evolves, becoming either a stronger version without changing its nature, such as the Nitroglycerin mutation unlocking the ability to apply a powerful poison ("Reach at least 7 ATK, 7 PWR and 7 DEF to make explosions apply a powerful POISON"), or radically changes the mutation to enable different playstyles, such as the Hungry Slicer mutation unlocking the ability to scale its damage off the player's HP ("Reach at least 250 MAX HP and 9 ATK to add 20% of your MAX HP to the mutation's damage").

As I stated in a previous devlog, when I started to develop this evolution system it was mostly to give a real purpose to the STATS (such as ATTACK and POWER) other than simple damage boost, and enable build diversity. You can play a HP stacker and scale the damage via some key evolutions, for example. 

Not just mutations, but each playable fiend will have 1 active skill with a "pseudo" evolution.

Other than the whole evolution thing, I've coded the Venom Gland mutation which is like a laser gun which applies poison on hit, and each hit can ricochet. The more enemies there are, the stronger this weapon gets.

I wish I had the time to work more on the game but this week has been quite chaotic, hopefully next Monday will have juicer updates~

As always, new DEMO version got updated and you can download it from https://starcrit.itch.io/fiendrise!

Files

fiendrise.zip 39 MB
38 days ago

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