Journey to a New Realm | Update 3 Tease
Hello!
What's going on with Hunchback's Dungeon, you may ask? I'm still working on the new update, I say! Tons of changes are coming, small and big. I know it is taking a long time, but I don't want to make mistakes. One thing from the previous post I completely removed is the packages of items that you would collect. I just couldn't make it work like I would like it to work.
Previously, after each wave, a shop would automatically open no matter what. Now, after each wave, you'll be teleported to a new shopkeeper's "lobby" realm where you'll be able to play on slot machines, access the shop, or do something else. It creates new possibilities for evolving the game.
The slot machines are something new that I really like. They look really simple but have overly complex mechanics. There will be a few different types of rewards that you can get, the most common being gold.

The game is a lot more dynamic than before. Enemies move faster, you move faster, and there are no more loading screens or waiting for things to happen.

I spent quite a lot of time on the readability of items, descriptions, and text overall. I hope that now new players and old players will be able to tell what an item or spell does more easily.

As of right now, there are nearly 50 new items coming in the new update, most of them having some sort of unique effect. I want players to be able to make builds based on a lot of combinations of stats and spells, and this will greatly improve that. This is one of the new items, which does damage based on knockback, like most of the explosion-based spells and items:

Almost all UI elements in the game have been improved. They now have animations, squash and stretch effects, and all that cool stuff that makes it look juicy. When dropping epic or legendary items, you'll hear cool sound effects.

A new lighting system, which behaves in a much more realistic way.

New enemies! More fun!

I'm also working on a new stat, which will be linked to difficulty, and items and spells will get bonuses from that, but I'll save it for some other time.
What's going on with Hunchback's Dungeon, you may ask? I'm still working on the new update, I say! Tons of changes are coming, small and big. I know it is taking a long time, but I don't want to make mistakes. One thing from the previous post I completely removed is the packages of items that you would collect. I just couldn't make it work like I would like it to work.
New Realm
Previously, after each wave, a shop would automatically open no matter what. Now, after each wave, you'll be teleported to a new shopkeeper's "lobby" realm where you'll be able to play on slot machines, access the shop, or do something else. It creates new possibilities for evolving the game.
The slot machines are something new that I really like. They look really simple but have overly complex mechanics. There will be a few different types of rewards that you can get, the most common being gold.

Pace
The game is a lot more dynamic than before. Enemies move faster, you move faster, and there are no more loading screens or waiting for things to happen.

Readability
I spent quite a lot of time on the readability of items, descriptions, and text overall. I hope that now new players and old players will be able to tell what an item or spell does more easily.


Content
As of right now, there are nearly 50 new items coming in the new update, most of them having some sort of unique effect. I want players to be able to make builds based on a lot of combinations of stats and spells, and this will greatly improve that. This is one of the new items, which does damage based on knockback, like most of the explosion-based spells and items:


UI Improvements
Almost all UI elements in the game have been improved. They now have animations, squash and stretch effects, and all that cool stuff that makes it look juicy. When dropping epic or legendary items, you'll hear cool sound effects.

Other Stuff
A new lighting system, which behaves in a much more realistic way.

New enemies! More fun!

I'm also working on a new stat, which will be linked to difficulty, and items and spells will get bonuses from that, but I'll save it for some other time.
