(Rising Action) Major Update - 0.2.0


Aye everyone, I am extremely excited to announce Kio Klash's first major update! The game is officially entering it's 0.2.0 version, and it comes along with a bunch of changes and new features, which is going to be a lot. So get ready for a longer devlog!

Intro:

Before we get started on all the new content I just wanted to preface the devlog and say there is still a ton to do, and that this version is by no means perfect! Expect to encounter some bugs and issues, but please let me know what goes wrong so I can fix it. I have tried to find all the bugs and fix them on my own, but I am willing to bet there are some hiding deep in the game, thanks! Anyway, let's get into the devlog!

----====New Additions====----

Poise:

All Kio's including the player have poise now, which is broken for a short time when hit, this causes a "Microstun", this can be avoided by blocking, dodging, stunning, parrying, or just moving out of the way of getting hit. The second method to stop poise is to be bolstered, which is the next new feature!

Bolstering:

Bolstering is the first status effect in Kio Klash, which when applied to a Kio causes the effected to be impervious to all "Microstunning". Later updates will give access to bolster upgrades for the player, but for now the player must prevail through other means. Although, enemy Kio's now can be bolstered by the newest enemy type!

Sprout - New Enemy:

Sprouts have now been spotted! Sprouts are a sub-type of seedler, and will try to use magic to bolster their friendly seedler. However, they can only use this spell every thirty seconds, and are really weak to stun damage. Once stunned, they currently have the longest lasting stunned phase in the game. So take advantage of this! They also will get pre-occupied in close-quarters combat. So try and lure them in and get off a parry, or just beat them down! Additionally, they can also be microstunned/interrupted halfway through their spell.

I wanted to make sure there were plenty of answers for all scenarios in the game. I am hoping this is reflected in the game. I don't want players to feel like there is one answer to an attack, spell, or enemy. Next,  "Microstunning".

Microstunning :

Combat is now more engaging since every hit stuns you or the enemy you hit for a very short time. This allows for you with a well placed attack to interrupt an incoming attack, or setup yourself for a parry. It also makes for very interesting engagments in combat, since you can be interrupted too. So now you can't just blindly beat down enemies, as some may sneak a punch in and interrupt you! So make sure you either block, parry, dodge, and or stun your enemies to avoid this! I tried to make this a fun feature, and not annoying, but I'd love to hear some feedback!

New Combo & Finisher System: 

Combat has been overhauled again, there is now a combo system with lights that now rewards you upon getting through your whole combo uninterrupted. This is done by landing hits on opponenets with quick succession, if you take too long you'll lose the combo. The reward is the new finisher mechanic, which acts like a second stun that costs no stamina and can be held on once charged for as long as you want. For now the finishers can not be overcharged, or double charged, but I do plan on this being an upgrade that you can possibly get in the roguelike element update.

Magic Introduction:

That mysterious blue fruit finally has a purpose! The first magic ability has now been officially added. Currently, it is the first of the three fire abilities that will be added for the "Fire Tree". The plan is to have multiple elemental trees that you can mix and match for your three magic slots, but for now there is just one magic ability in the "Fire Tree". So hopefully you like it!

Kio Isle Flora:

Kio Isle now has been populated with tons of new flowers, rocks, and trees! Some of these are animated, and it brings a lot more life to the game now, and also makes the map feel less barren.

Particles:

This is both a change and addition. Anyway, particles have now been added for whenever the player or enemies take damage, whenever you use a fruit that has been dropped, during your spell, and also during your parry, which segways into our next new feature!

Parrying Mechanic:

Parrying now has been added to the game, which lets the player with a well timed block, parry their opponent, which instantely stuns them. This is good for stunning to maintain big crowds, giving yourself a window to get damage in, or breaking from an enemy damaging you.

New "New Menus":

So basically I went back and polished all the menus to be easier on the eyes and more easy to read. So nothing too major, but enough to announce that it did happen!

Extras:

There are a lot more smaller features and under the hood type changes, but that about somes up the larger features that were added/changed. So hopefully you enjoy Kio Klash version 0.2.0! I can't thank everyone enough for all the downloads and support! I am going to try my best to continue to update Kio Klash soon, but I should probably take a day or so off first.

For those that are curious the next update is going to contain more magic, possibly another new enemy, the beginnings of upgrades, and more polish. I have no timeline for the update, but I hope to get it done in a timely fashion. Lastly, enjoy the new "Rising Action" update!

Sincerely,

JaxLou.





Files

Kio Klash - 0.1.72.zip 48 MB
Jul 08, 2022

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