A Quality of Life (and Death) Update
I just released a minor update to The Legend of Quintavius. It may take a little longer to load again with the new project file, and I also ran into something weird here on Itch.io when I tried to jump to a save point and it broke something, but I fixed it by erasing my save data (which you can do by typing “erase” on the title screen). So just let me know if anything happens.
The most notable changes in this update are some of the things that other people have suggested. You can now attack and heal with the mouse and skip game over screens sooner, and the button for the magic ring now has a fire and light icon for each playstyle, so you get a better sense of what it does.
I also did my best to make obstacles in battles easier to see. Someone said they should have more noticeable outlines, which makes perfect sense because characters have them, too, and that is in fact the same reason why I gave characters outlines. Sometimes I just don’t think of something, which is why I look for anyone who might have thought of it.
I was also asked to alleviate the dragon’s damage over time somehow, because it is pretty rough. You take damage every second for 5 seconds every time you’re hit by a fireball. But in thinking of ways to help, I got the idea to add more water to the scene and make it douse you, stopping the DoT. You just have to get to it fast enough. It’s a great new game mechanic.
Lastly, I fixed the logic error with Theroth’s difficulty scaling. But I haven’t fixed anything else from my known bugs list yet. Those are bugs that I knew of before launch, but couldn’t figure out how to fix. But since they don’t mess with the game or the story, I’m not prioritizing them. You might not even notice them.
There is one bug, though, that causes the game to soft-lock after winning the dungeon battle, before you talk to Greul. That was submitted to me in a bug report (thanks to that person for letting me know), but as much as I tried, I couldn’t reproduce it, which makes me wonder if it has a really low chance of happening. I just hope updating the game engine will have fixed it, but I’ll keep an eye out.
I’m still working on an official trailer, which seems a little late at this point but I just want it for anyone in the future. Then after that I’ll work on putting together the soundtrack for release. I also still plan to write blog posts about the game every now and then, and of course do anything else that might need my attention whenever it comes up.
One post in particular will be some sort of guide that explains the game’s mechanics for anyone interested or looking for helpful hints. It’ll also have some clues to finding the lost pages. I have a draft for it, I’m just still trying to figure out how to organize the information.
Before any of that, though, I’ll take a little break, because it’s been hard to keep up. And there’s also a pixel artwork I want to make. But right now it’s late, and I’m tired.
Happy Easter, by the way.
The Legend of Quintavius
A ~1.5 hour long action-adventure game with emphasis on story and dialogue.
Status | Released |
Author | Immanent Death |
Genre | Adventure |
Tags | 2D, Action-Adventure, Fantasy, Monsters, Narrative, Pixel Art, Singleplayer, Stencyl, Story Rich, Top-Down |
Languages | English |
More posts
- Orchestral ChiptuneMay 10, 2024
- Post-launch trailerMay 08, 2024
- The Art of War (I haven't read it)Apr 20, 2024
- Down with the siccMar 14, 2024
- There is no last updateMar 05, 2024
- The Legend of QuintaviusFeb 28, 2024
- Too Many ProjectsJan 04, 2023
- How it's goingDec 16, 2022
- Chaos Theory and the Fog of WarDec 04, 2022
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