Qiyb2 v1.0
Hello! The version 1.0 of the game Qiyb2 is live and available to purchase! Here is a summary of the game's mechanics, compared to the game Qiybz:
- The cubes system has been reworked and many new cubes have been added, such as negation, shield, skill cooldown reset, null, gold and domain shift cubes. Notice, however, that some of the cubes are extremely rare to spawn. The probability system may be modified in the future if some of the cubes seem to be too rare. The notation system in the cubes should also be more consistent and clear.
- The UI has been reworked. When purchasing skills, perks, skins, etc. , the game now spawns a confirmation window to make sure you don't accidentally purchase something in case of, for example, a miss click.
- The HUD elements have been 'transferred' from top to bottom. This should make it easier to keep track of the score. The HUD now also has an additional, dynamic difficulty meter in the lower right corner. As of now, the difficulty can get up to 'Champion' , where the hardest bosses can spawn.
- The skills system has been reworked. The player starts with the skill height reset, as usual, and the player can purchase up to four additional skills, all available to be used in quick succession when unlocked. The hardest bosses test the player's mastery over these skills, so it is recommended to unlock them all and also upgrade them through their skill paths. Each skill has its own cooldown and sound effect.
- The boss system has been reworked. The old bosses have been replaced by completely new ones. There are over seven bosses. When a boss spawns, the boss health bar spawns in the top middle. The blue color in the boss health bar indicates that the boss is not stunned, and when stunned with the stun cube (black cube with a yellow symbol), the health bar turns red, indicating that the boss can be attacked.
- The luck system has been reworked. Instead of unlocking additional cubes through the luck perk, many of the cubes can already spawn when starting the game, and the luck perk instead is a so called lucky pull mechanic, where every X cubes there is a lucky pull, a cube with an increased probability of being a rare cube.
- The effects system has been reworked, pop up effects have been added.
- The currency system has been reworked. There are no purchasable currency limit upgrades or hit point costs to exchange score to currency, as the devs regarded these as 'a nuisance'. Instead, there is an ultimate currency limit of about one billion, and the hit point cost has been removed.
- The enemy system has been reworked. The enemies shouldn't be able to overwhelm the player anymore, as their hit points have been reduced to one. Also, the game has more emphasis on defeating bosses. Defeating enemies is a secondary priority, and the enemies also grant less points on defeat.
- The backgrounds system has been reworked. The backgrounds consist no more of just simple colors, but actual drawings.