Work in progress!
The Crazy Hyper-Dungeon Chronicles - Latest modifications
Significant changes have been made since the Steam Demo release (with more to follow).
Content:
- Added 6 new levels (we're now at 21 levels done over 50 totals)
Gameplay:
- Implemented a defense system against magical attacks (which deal damage) in combat: you can dodge them by pressing at the right moment.

- Through special items or by drinking a particular potion, the hero can see the area visually controlled by enemies.

- Added a defense feature for some enemies who might retaliate by attacking the hero immediately if the player presses at the wrong moment.

- The crafting system now allows making multiple units of the same product at once.

- Changed the management of power cooldowns: they are immediately available after their effect ends (e.g., Focus) or after they have been used instantaneously (e.g., Preemptive Strike).
Cosmetics:
- Enhanced various dungeon levels: biomes are now (moderately and evenly) adorned with various graphical embellishments, from puddles on the ground to sewer bars, from cracks on the walls to bloodstains, etc., as in classic dungeon crawlers.
Before

After

- Messages from specific events now appear in the lower left corner without invading the gameplay area.

Future (upcoming):
- Changes to the rage accumulation system.
- Introduction of some variants for certain enemies to become more aggressive as levels increase.
- Introduction of new enemy attack and defense special moves.
- Removal of the Renegade (Adventurer) profile from the game (the fact that it has some features of other game profiles makes it interesting on paper but not in practice).
Significant changes have been made since the Steam Demo release (with more to follow).
Content:
- Added 6 new levels (we're now at 21 levels done over 50 totals)
Gameplay:
- Implemented a defense system against magical attacks (which deal damage) in combat: you can dodge them by pressing at the right moment.

- Through special items or by drinking a particular potion, the hero can see the area visually controlled by enemies.

- Added a defense feature for some enemies who might retaliate by attacking the hero immediately if the player presses at the wrong moment.

- The crafting system now allows making multiple units of the same product at once.

- Changed the management of power cooldowns: they are immediately available after their effect ends (e.g., Focus) or after they have been used instantaneously (e.g., Preemptive Strike).
Cosmetics:
- Enhanced various dungeon levels: biomes are now (moderately and evenly) adorned with various graphical embellishments, from puddles on the ground to sewer bars, from cracks on the walls to bloodstains, etc., as in classic dungeon crawlers.
Before

After

- Messages from specific events now appear in the lower left corner without invading the gameplay area.

Future (upcoming):
- Changes to the rage accumulation system.
- Introduction of some variants for certain enemies to become more aggressive as levels increase.
- Introduction of new enemy attack and defense special moves.
- Removal of the Renegade (Adventurer) profile from the game (the fact that it has some features of other game profiles makes it interesting on paper but not in practice).