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Level Generator Overhaul + Gameplay Refinements

Hi folks,

We hope you're doing well during these unusual times.

[h2]Level Generation[/h2]

We've been finding ways to drastically improve this through several methods. Such includes:

  • The path to the exit branches more, further moving away from the predictable zig-zag path.
  • Levels have grown, with more seamless connections between segments.
  • Rooms no longer need to be locked to grid cells, allowing for more fluid layouts.
  • Several of the dynamic template types have had their creation patterns rewritten.
  • Fixed various bugs with inaccessible rooms generating the past.


[h2]Gameplay Improvements[/h2]
Some people who are already quite familiar with roguelites/roguelikes have asked for additional challenge.
We want to accommodate this while still allowing the game to be accessible for people who are a bit more new (e.g., having an Easy mode option).

Multiple changes address such points (especially with regards to making higher difficulty modes more challenging):
  • On higher difficulty modes, player damage and defense has been reduced. This is largely done to balance out the systems of dodging, luck, critical hits, and status modifiers, which made the game significantly easier.
  • Health potions have had their potency reduced slightly. We changed this because of how numerous they are within the game. We saw some players had too many leftovers. Keeping your supply up, and discovering other healing methods, provide more reasons to explore the new levels a bit more!
  • You've demonstrated how powerful the Chakram could be in the right hands, so much so that it was preferable to all primary weapons. As a result, we've had to nerf its range and speed.
    It's still quite an effective weapon, but the change should encourage experimentation with other weapon types.
  • Certain hazards like lava, spikes, and a few monster attacks have had their damage increased. Such may sound brutal, but remember it can work to your advantage too.
  • The Necromancer and Giant Worm have both been extended to be more exciting and less exploitable. For example:
    • Players will no longer be able to freeze lock most of the fight away.
    • The Necromancer is not as vulnerable when healing and will be summoned with fewer crystals destroyed.
    • The Giant Worm has undergone improvements to all its maneuvers and will become increasingly aggressive as it takes damage.
  • There are some changes which make things easier, to encourage exploration more. For example:
    • Certain environmental weaknesses have been extended (e.g., some status effects on the Giant Worm).
    • Fewer enemies are spawned on the generation of a boss level.
  • Bezoar has a chance to transfer poison enemies (as well as increasing your own resistance).


A special Thanks to all the testers on the Alpha branch

Thanks for reading/playing, and have a Wonderful Week ahead!