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Chatper 2 and Demo update 1.4.6

Hi,

I am working on the second chapter of the game.
I also made improvements that are game wide and also changes that are relevant for the Demo.

I have updated the demo to version 1.4.6.

The character stats are now scrollable, because the stats are longer than the dialog size.
You can now see your stun resistance, which exist before, but was only added by an iron helmet(in the Demo).
Unlike before, strength now give you a little bonus to stun resistance as well.

I also added "Clotting Bonus". If you are attacked with something that cause bleeding, you can now have reduced effect due to the Clotting Bonus.



I made an attempt to make the walking smoother. Which is more apparent in VR.
So if you feel like the VR experience is more smooth, please tell me so.



Let me remind you that the game will consist between 4 to 5 chapters, while the Demo is chapter 1.
Every chapter is it's own "biome", with the first chapter is more like forest/medieval.


I am not sure the rogue challenge mode will be available on release day. But my plan is to add it later without additional charge.

Please let me know any feedback, ideas, and questions you have about the game in the discussions.

Golel Demo 1.4.5

Hello,

I have update the Demo to version 1.4.5
There is also a Linux Demo version 1.4.4

The Linux Demo still have issues. I have fixed some of them, but not all. That is why I didn't update it too.

Some of the things the 1.4.5 update includes:
* Animation bugs fixes.
* A separate volume for SoundFX, Music and Voice. (Also a separate master volume).
* Line of sight for throwing changed(both for player and enemies), Hopefully enemies will not throw through columns now. You also can't throw through the Torture Cages, like you could in the past.
In VR:
* Experimental optional on Wrist UI.
* Comfort option to not have the camera track the character's head. This should make it more comfortable to play in VR as the camera is not influenced by animations.


Remember that in VR you have a button in the controller to pick up all items in container, instead of clicking take all.
Would you like such key for Monitor too?
Also remember you can already bind mouse buttons(except 2 main buttons) to almost any key the keyboard can bind to.


I have also been working on the second chapter.
Do you want to see anything from the second chapter, or should I keep it a secret until the full release?

Any bugs, issues or feedback you have, I would love to hear about it in the discussion.

I am going to add a discussion about localization.
Are there any other languages you would like to have subtitles or text in that languages?(Not voice).
Do you think there is one or two languages the game will specifically benefit from?

Thank you,
Ofer.

Golel Demo, version 1.4.4. (VR?)

Hello,

Next Fest is about to end, and new updates are coming to the Demo.

Version 1.4.4 of the Demo has been uploaded.

This version fix a lot of issues, and also add a new mage talent.

I am also going to improve VR support a lot in the coming weeks.


Among the many changes:
Allow to bind mouse buttons(except left and right).
Optional key combo for Quick Items.

A list of most of the fixes in this version:

Date: 17/10/2024
* First step loop bug in loop walk for undead.
* Gate click collider broken after close.
* Inventory is blocking clicks for attack and magic?
* Allow mouse remapping
* Doesn't save relative size. Of abilities and stat bar.
* Make head collider a bit bigger for wild mushroom.
* Doesn't save Instructions place.

Date: 18/10/2024
* Fix text in buttons dialogs.
* Nello back audio.
* Mana fountain collision detection bad? To the left. Fixed monitor pointer. MouseToVR.
* Remove Upgrade numbers for Talents. And fix mask.
* Place bodies in death position.

Date: 19/10/2024
* Quick Item, Combo Key optional now.
* Mark mana and health pools in map.

Date: 20/10/2024
* Do not allow to assign the same talent twice.
* Stop tutorial from nagging.
* decal on holes issue.
* trees decal bug in VR.
* Fix walking on bridge height bug.

Date: 21/10/2024
* Add another spell talent.
* Add change cursor size.




Please let me know if you find any more issues.

Demo build version 1.4.0, and asking for your opinions.

I have uploaded and released Golel Demo build 1.4.0.

I have been fixing a lot of issues, and improving things in this version.

Here is a list of some of the issues that have been fixed, or attempted to fix:
  • Fix undead walk loop.
  • Cave walls have issues with geometry, visible in VR.
  • Deal with blood decal and moving to ragdoll.
  • Prevent slime being push back kicked.
  • Fix slime spill animation.
  • Fog GPU RAM bug.
  • Disable camera filter for VR
  • Improve defend animation and sound for gnome
  • Bug kicking crate side look.
  • Wheel lever, add cover for floor.
  • Mushroom broken after kick.
  • Orc kick bug with mouth.
  • Ogre kick bug.
  • Orc Defense sound.
  • Riposte stance doesn't work(visually)
  • Attacks cross river, like charge hack, bug.
  • Defend animation gnome, Ogre.
  • Jaw broken after kick for Hellrot like Orc.
  • Puncture Head cancels break armor.
  • Miss audio for kick and puncture head missing, doesn't miss for break armor.
  • Spider eyes don't shut on ragdoll death.
  • Defense animation hell rot.
  • Save rock rotation, and maybe also vegetaition?
  • Morning star a bit too shiny?


[h2]Asking for you opinions[/h2]
I have developed the Demo for quite some time.
I am also going to participate in the coming next fest, I hope you will be able to play it during next fest.
However, I would like to tell you a few things, and ask your opinions.
You don't have to answer all or any of those questions, just if you want to.

  1. What do you think of the Demo so far?
  2. What do you think of the trailer as a player's POV?
  3. How many hours of gameplay do you think the Demo is(for you), and how long would you want the full game to be?
    The goal is that the Demo is the first chapter, and there will be between 4 and 5 chapters total, with total 30 gameplay hours.
    Each chapter is a new "biome" with new enemies and new weapons/riddles/envirnoment and all the good stuff.
    We had about 12 different monsters in the first chapter already.
    I think none of them will appear in the following chapters.
  4. What is your opinion of a "challenge mode" where levels are procedural generated, with no major story and the goal is just to finish the game Rogue Like style?
  5. Do you want the challenge mode to come at release?
  6. Do you think the Demo should have challenge mode as well?


[h2]Asking for "marketing help"[/h2]
How do you think I can bring more players to this game?
Are there things I need to change about the Demo or store page to make it attract more players?


Thanks everyone for your support.
You don't have to reply to those questions,
I will also create those questions in the discussions at the game's hub.

https://steamcommunity.com/app/2577730/discussions/1/4842021860590820254/

Golel Demo update, version 1.3.5

A lot of improvements are being added and fixed in Golel.

A lot of small issues fixed and improved in the last few versions.
I also add a "Quick start", to skip character creation.

Every weapon in the character creation, had an improved version you can find or buy in the Demo.
Everyone except for Spiked Club.

Now Spiked Club also has a new "improved" version, the morning star.



In addition, both the Spiked Club and the Morning Star, now have a "Spiked Blunt" damage type.
They get all the blunt talents, but also talents that are only available for Spiked Blunt.
There is such new talent called the "Puncture Head", which is only available for those weapons.
It does 1 reduce armor(non stacking), bleeding AND a short stun.


I hope you try a play through with the spiked blunt weapons, and tell me if you think they are balanced or not.

As always, please let me know in the discussions if you have any feedback or suggetions.