Exciting New Update for Our Game Demo!


We have completed the modifications for the new DEMO, which now includes almost all the features we decided to add following the invaluable feedback (both positive and negative) received from you. The only features still left out concern the game's future levels.

Here's the complete list of new features:

- Perks: We have developed a perk system that affects several gameplay elements, adapting to different playstyles, whether they are action-oriented, objective-focused, aesthetic, or a combination of these. Here are the four available archetypes:

  1) Destroyer: Prefers intense combat, favoring games with physical challenges and fast-paced action. As a result, they will face more enemies and must excel in intense combat scenarios. Less focused on narrative elements.

  2) Solver: Enjoys story and narration in games, thus able to overcome some challenges and combats using oratory skills, preferring strategy over brute force. Loves immersive experiences with emotional depth, so dialogues will be richer, and characters more detailed.

  3) Explorer: Goal-oriented and driven by achieving them, will find more loot and can carry more items from the start, earning greater rewards for puzzles solved. This profile is more cautious and can move unnoticed more easily.

  4) Adventurer: A hybrid player who appreciates a balanced combination of action, exploration, and story, adaptable to various game situations.



- Difficulty Levels: We have introduced various difficulty levels, each with distinct gameplay mechanisms to suit different gaming preferences. In the demo, we will include only two (easy and normal).

  Here are some details:

  1) Easy Level:

    .Character features are enhanced, making them stronger.

    .Encounters occur at a reduced speed, simplifying battles.

    .Enemies have reduced stats, making them less threatening.

    .Most levels are fully lit, while others use FOW (Fog of War), limiting visibility.

  2) Normal Level:

    .Default settings are applied for character stats, encounter speed, and enemy capabilities.

    .Most levels feature FOW (Fog of War), creating areas of darkness and limited visibility.

    .Some levels will be darker than others, as unlit areas gradually return to darkness.

  3) Hard Level (to be completed, available in the future)

    .Level visualization as in the normal level.

    .At the game's start, the hero receives three random curses.

    .Curses can be cured or mitigated with specific items.

    .Significant effects of curses in terms of debuffs.

  4) Heroic Level (to be completed, available in the future)

    .Similar to the hard level, but with the addition of special and enhanced curses compared to the previous level.

    .Stronger enemies.




- FOW (Field of War): We have implemented a new map display mode that reveals progressively, adding an additional level of strategy.

  These are the situations that can occur:

    1) Fully Illuminated Map: the entire map is visible without restrictions.

    2) Darkened Map with FOV: only the area around the hero is visible, along with specific areas like those near monsters, traps, and lit torches. This mode is called FOV (Field of View). By lighting all the torches in the level, the map becomes fully illuminated.

    3) Initial FOW: Initially, the map is entirely shrouded in darkness. As the hero moves, they progressively reveal the FOW (Fog of War). Unlike levels with dark maps, areas uncovered in the FOW remain visible.


- Plot and Character Corrections: We have made significant improvements, including major narrative forks and the revision/introduction of new levels. Additionally, we have deepened and created storylines for certain characters: we identified the least developed characters and created a secondary story for them that also impacts the main plot. These corrections have also led to the implementation of new ad hoc levels that are accessible depending on the profile used.

- Dynamic Visual Elements: The game environment has been enriched with visual elements that increase immersion and dynamism, as well as gameplay. Among these changes, we have implemented the ability to dodge traps using Rage (the modes change depending on the player's profile), and we have added shield parry animation during combat. Many more will follow, especially related to how levels appearance (also redesigned in their basic structure). Specific screens for special content (e.g., books) have been added, and a screen for trading items between the player and certain NPCs has been introduced. Finally, we have added some new achievements from the outset.


- Final Score: A scoring system has been introduced to increase the game's competitiveness and replayability. We plan to create a leaderboard, which will be updated weekly, monthly, or globally, and will be accessible both through the game and via the web. This leaderboard will show players' scores, giving them the opportunity to highlight their performances and compare with others (naturally, only if the player desires).

Other changes will be revealed in the future, but now we can finally focus on developing all the other levels of the game, hoping that you like the changes as much as we enjoyed developing them!

To stay updated on these developments and to participate in in-depth discussions, we invite you to join our Discord server.

The Development Team

Files

The Crazy Hyper-Dungeon Chronicles DEMO.zip 130 MB
Jan 16, 2024

Get The Crazy Hyper-Dungeon Chronicles - DEMO

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