Time To Eat Some Veggies

It’s that time again. :) Working on new things and experiments is fun, but there’s a bit of a backlog on bugs and UI tweaks I’ve been putting off longer than I probably should have. This will also give me time to see if the player base at large agrees with the experimental changes that were just pushed live.

That said, knowing me, I’ll probably sneak in some interesting stuff too, but I wanted to give everyone a heads up that it was broccoli time again. :P Cheers, and good luck in the Tower!

Comments Off Posted in Demon

5/26: Mad Science

The 5/26 build is released! Links at the right have been updated!

The 5/26 build is the official release of the experimental build content, including:

* Faster-paced combat: Damage and healing have been increased roughly 25% across the board. Most status effects now have increased chances to land, and/or increased effects, but shorter durations.

* Fast Movement: Basic movement is now a 1/2 turn action instead of a full turn action.

* Relic Preservation: Summoner (player and non-player alike) relics can now act to save the life of a dying summoner, temporarily draining MaxHP to prevent fatal damage.

Needless to say, it’s a bit of a brave new world in the Tower. :) Good luck!

Slight Delay

The 5/25 build is, unfortunately, going to need to be the 5/26 build, while I sort out some lingering bugs with “trigger on death” effects and relic preservation mechanics.

After all, Mordecai isn’t really supposed to be able to hit you so hard you force quit the game. :P

ForceQuit

Experimental Build 1 Available

I snuck the build out quitely on the forum a few days ago, but things’re stable enough now where I’m willing to open it up a bit more. :)

Unlike the usual, experimental builds are at this link ( https://drive.google.com/drive/folders/0B-sx_4eW-B5hN0MtellfNldlaTA ) rather than the usual download links, since I want to make sure people know what they’re getting is just that: an experiment.

The main thrust of this experiment is to try out faster-paced combat: damage and healing have been increased significantly, status effects are more reliable at landing and have stronger effects in some cases but much shorter durations as well, basic movement is now 1/2 a turn instead of a full turn, and summoners who receive fatal damage will find their Relic draining their MaxHP to keep them alive. (As before, MaxHP damage can be recovered by earning XP, using Pure Stones/Gems, and/or draining it from enemies with certain Dark-element abilities.)

So far the results have been fairly favorable, and I’ll be posting an updated Experimental Build 1 later this week that incorporates some of the feedback I’ve received so far. Thanks to everyone who’s helping me try this stuff out, and good luck in the Tower!

Checking In

Hey. :) Looks like everyone’s enjoying the new build so far. :D

I’m still on break, but I wanted in check in and say we’re on the downhill part of it now and I should be getting back to development work before too much longer. :)

Until then, good luck in the Tower!

20,000!

This actually happened a couple of days ago, but I was a slacker for Persona 5 related reasons and didn’t post it then :P But, it’s official: Demon has passed 20,000 games played. :D

We’ve been averaging a little over 40 games played a day since hitting the 10,000 mark at the end of July last year. A pretty remarkable jump, given it was closer to 25/day back when we hit that milestone.

Thank you everyone for the support and feedback, and I’m glad you are all enjoying your time in the Tower. :D Onward to 50,000!

Edit: If anyone is curious, this number is simply the number of deaths reported to the score server. I’m sure there are some number of games played offline and what not, but since I can’t count ‘em, I can’t count ‘em. :D

Persona 5

If you’re a long time follower of Demon’s development, you probably saw this coming. :P

Persona 5 comes out in a few hours.

I have recently been super busy between work and doing development for Demon.

Due to these facts, I will be shifting into “bug fixes and communications only” mode for a bit while I relax, recharge, and play an awesome game in my favorite game series. :D

Thank you for playing Demon, and good luck in the Tower! I’ll be around, so this isn’t goodbye, just a notice that I won’t be doing active dev work for a little bit. Cheers!

(If you’re a worrywart and worry this is one of those many departures into the night for an in-dev roguelike, here’s a brief history of all the other times I’ve wandered off and come back :P  http://demon.ferretdev.org/devblog/category/uncategorized/ )