The new 'early access' is finally here! Featuring two new stages, upgrades on two already existing stages, internal tweaks, and more to explore! Changes: 1) Thumbnail -Woohoo new art to look at. Originally it was gonna be in vector, but I opted out for more pixel-ated look. -Added Title Change note in thumbnail. It will become 'retro rumble' next early Access because retro rouge-like is kinda clickbait-y especially when the game isn't (at this time, and most likely won't be in the future,) a rouge-like. 2) Areas -Second Stage Animation Redone -Third Stage Animation Redone -Third Stage Map Redone -Fourth Stage Done (Long, you can choose your char) -Fifth Stage Done (Short, you cannot choose your char) 3) Enemies -Changed Knight model -Knight now moves slower but has increased damage -Changed Gate Keeper Model -Gatekeeper enemy has been reworked -Changed Inmate Model -Added 8 new enemies across the two new stages: Crab Bot, Lobster Bot, Seagull, Garbage Golem, Smug Squid, Monstopus, Thief, Thief Boss. -Enemy System revamp (to make them compatible with all the swords and current special abilities) Expect more in the future for other characters in future early accesses, but at a smaller scale. 4) Playable Characters -Redid the animation for Tom's Parry -Fixed the STUPID bug where Tom's Special super moonblade attack would slow down (because of lag) and hit the same enemies multiple times, which was overpowered because of the sheer amount of damage it would do. -Redid the icons for Tom's skills. Because they were outdated and also the new Bob icons looked way too good to leave these ones outdated. -Same for Edd's Icons -Completely changed Edd's 4th skill, as it was useless ever since I improved his air speed -Basically, now it is a more spammy skill that reduces the cooldowns of other skills (of course not as useful for the first skill, but more for the other 2 with very long cooldowns) -Increased the cooldown of Edd's first skill to 6 seconds (It's to nerf the fact he can just spam his dragon ray using the dragon gear) -Gave Bob's 3rd skill a special attribute -Basically, if it's the last skill used when an already placed bomb explodes, the explosion will deal 2x damage -Redid the icons for Bob's skills. As they were kinda lame and just the way they were as a joke, but like I felt like changing it. -Changed one icon for Rival -Made Rival's icons a cooler purple, as the pink had to be reserved for the glow thing. -Rival's Dodge now is a single activation, then a cooldown. No longer can you hold it and wait. -However, if you successfully dodge, the cooldown is reset, you heal, and you teleport forward (you can't use it while invis though, and the invis duration is pretty long). -Also added some little trinkets by the icons. (all chars) -Added attack sound effects to Rival (along with a singular C Major note) 5) Special Skills -Completed Darkheart and Illumina abilities -Made the special skills button hide during animations -Changed sword usage method. So what you must do, is first hold down space, this will make the normal skill buttons shade. By using 1-7, you can then scroll through your collected swords (collection not implemented yet). By using Q, you can activate the selected sword. They all have their own cooldowns. 6) Miscellaneous -Added Chapter flairs (with block tales music I might possibly change) -They just pop up at the first level and after the final level of each chapter. -Changed level select background just a bit -The testing grounds has stolen block tales music (just so I don't get bored testing in it, obviously it will be removed) -other things
uh shout-out to literally roadblocks