2.0 Big changes!


Still grinding. Some of the major changes in the new update:

  • Upgrade card visual overhaul
    • They are much cleaner and have icons now! Every card has a little icon that helps with recognizing the card.


  • Shop changes
    • The shop has a sick new background, some sounds and the cards are organized neatly in 2 distinct tabs. Life is great when the UI is great!


  • Game Over screen rework
    • The game over screen now displays different metrics of your run and compares them to your best ones. Also you can see all of your picked up cards during the run and how many enemies you killed by type.


  • Spin Ability! (No Icon yet, working on it!)
    • The character spins around, damaging everything in a small radius. The real clearing power comes from the Spinjutzu card (i know, very original) that adds 2-6 additional spins per activation.
  • Pickups + pickup minigame
    • Added health, stamina and coins pickups that have a chance to drop from enemies. At random an enemy can spawn with a yellow outline. Killing them guarantees you a stamina orb!
  • Optimizations!
    • I messed up real bad couple of months ago with my blender export settings for the enemy sprites. I forgot to downsize them and they exported as 1080x1080 px pictures. My silly little brain thought that is gonna be fine...computers are powerful nowadays right?? Yeah. After enough enemies spawned in the RAM usage shot to 4GB. So yeah, I downsized every sprite in the game 8 times to get the actual pixel art dimensions, as well as downsizing the arena sprites. That resulted to almost 8 times lowered RAM usage - around 71 mb. So yeah glad I fixed that. Note to self - run every future game on a virtual machine with low specs.
  • 3 card backs for the 3 card tiers!
    • When you upgrade a card it turns to silver for the second tier and gold for the third
  • Upgrades wait for user input to open
    • The upgrade cards menu doesn't attack you after every level up anymore, but instead you have to press Tab. Even if you level up multiple times, the level ups are queued and won't be lost.
  • Input mapper added in settings
  • Added shake effect
  • Bug fixes (~breath in, ~breath out)
    • Ability disappeared when dropped in the hotbar.
    • Shop had a lot of bugs..
    • Health bar doing weird things on restart
    • Menus on screen while the game is not paused
    • And many more that I don't remember or wish not to!

Many hours of refactoring and fixing the mistakes of past me, I can say that Langort is in a semi-stable state and starts to look like an actual game.  Future is bright!

Files

Langort.exe 126 MB
May 13, 2024
Langort.x86_64 119 MB
May 13, 2024

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