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Post-Contest Version

I was waiting until after the contest was over to update this, but since that's going to take another month, I thought I'd go ahead and update the game so it's off my mind. The largest change I've made is a selectable difficulty; I've been getting mixed feedback on the difficulty, and I thought this would be the best way to satisfy both hardcore gamers and more casual players. Here's the full list of changes:

-Added difficulty settings.
-Fixed Scrum's graphics priority.
-Some item/skill names have been modified.
-Corrected a few minor typos.
-Treasures containing tomes are now blue instead of red.
-Slimes are now resistant instead of immune to elements they're naturally superior to.
-Final bosses' HP and attack values have been decreased.

Thanks so much for giving the Heart Pumps Clay a download, and hopefully the new version will make it more accessible!

Posts

Pages: 1
Yay! What does the difficulty level affect? Damage values?
The easier difficulty removes physical immunity from armored monsters and slimes (they still have decent defense, though). It also increases everyones' starting stats pretty much across the board, so you collectively hit harder and take hits better. Tanking isn't even really necessary--that mode's basically more for a casual experience.

The normal mode has roughly the same level of challenge as the original version, but the last bosses were nerfed to give a bit more elbow room, and the slimes are resistant instead of immune to the elements they're superior to, so now you can still get some damage off on them with group attacks, which will hopefully help with the elemental switching tedium.
Interesting. You didn't manage to make out-of-battle element switching possible, though?
unity
You're magical to me.
12540
Sounds like these changes fix the only (very small) problems I had with the battles. ^_^ I'll have to do another playthrough and see how it feels :D
author=argh
Interesting. You didn't manage to make out-of-battle element switching possible, though?


I'm afraid I didn't. The easy mode should make elemental switching less crucial, and giving the slimes resistances instead of immunities to their off elements means you can get away with a little less switching, but the battles would have to be rebalanced quite a bit if you could switch outside of battle in order for the challenge to be consistent. I think the changes I've made should be enough, but if the response is lukewarm, I'll put that on my list for the next update.

Also, as a sidenote, I was working on a game before this that had a similar skill switching system, and I've been planning it into more of a long-form game. Since I'll be building from the ground up, I'm definitely going to allow switching outside of battle, and it's turning into a little class system that's starting to look pretty cool. I mean, at least on paper.
unity
You're magical to me.
12540
Wow! That's definitely something to look forward to :D More games!
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