Demo v4


Structure
- game is again made up of multiple floors
- to win the game, the boss unit has to be slain once per each floor
- the boss unit is shown before starting the game and can be rerolled any number of times
- exit leading to the next floor is always located under the boss unit

Levels
- [Level] is no longer a unit property, it is now an always-visible game difficulty indication
- Level is increased by gaining enough [LP] (level points)
        - exploring a tile gives 1 LP
        - slaying a foe gives 10 LP
- Level indicates the number of combat slots given to your foe:
        - at Level 4, foes will own 4 combat slots (out of 16) and 12 will be yours
        - at Level 8, foes will own 8 combat slots (out of 16) and 8 will be yours
- total number of LP is equal to the value you'd get by exploring all floors and slaying all foes
- that number is evenly distributed for each Level

Mods
- added modifiers (mods): objects held by units that affect gameplay
- Soul mods are assigned to units automatically
- new mods can be attained through the bounty system
        - slaying a non-boss foe gives an option to select the reward mod
        - selection can be manual or random
- mod effects mid-combat are indicated with text appearing over the affected slots

Menu
- changed the grid size from 4x4 to a 4x2
- [Options] button enabled replaced with [Fullscreen] which toggles game windowed state
- added buttons to control the gameplay setup
        - [Foes] controls the number of foes in each floor, excluding the boss
        - [Lines] and [Sides] control the active dungeon board size
        - [Floors] controls the number of floors 
- pause menu can be accessed midgame
- pause menu allows terminating a run

Interface
- added tooltips for most actions, shown when hovering over actionable buttons
- event log shows the mods gained and lost after combat, if any
- large text is shown on leveling up, collapsing and dying
- added an option to manually advance combat for easier inspection

Get Karapath DEMO v7

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