Uploaded version 1.2! Some minor updates, fixes, and balancing!
White Lavender » Devlog
Thanks to everyone for playing the demo and leaving feedback! It helps a lot :)
Just uploaded a new version (v1.2) which addresses the following:
Additions
- Updated the inventory UI, to hopefully make everything a bit more readable/understandable.
- You're now able to continue playing after defeating the "main boss".
- New settings: turn on/off tutorial messages, camera smoothing, and the wobble effect.
- The ability to warp back to your last resting place, also accessible in the settings menu. I added this in case people get stuck, might update/change this functionality later in case it becomes exploitable/too useful.
- A progress log, displaying how many items you've found, areas discovered, times died, etc!
- Replaced the E/D/C/B/A/S item scaling with stars! 0 stars is bad scaling... 6 stars is very good! (it's the stars from Grand Theft Auto).
- It's now possible to close the game without Alt-F4!!!
- Added some "anime effects".
Bug fixes
- Green locust now deals damage when landing, as intended. And it now drops the skewer!
- Pencil knight now actually drops the pencil!
- You can no longer attack or roll while in cutscenes.
- It's not possible anymore to clip behind a portal in the worm cave.
- Pressing the back button while browsing through the inventory now doesn't close it, instead it jumps back to the top!
- Opening the menu while traveling to other locations now doesn't break the animation anymore. As well as attacking, blocking or rolling while entering a portal.
- The portal shader effect now works as intended!
- You can now also perform a stab animation when fighting with bare fists.
- The dpad on gamepads can now also be used to select dialogue options.
- The wobble shader isn't applied on the UI anymore, sometimes that would look really weird!
- First flower rest location now doesn't sound like a tea kettle anymore.
- Bowstrings of defeated characters get now cleaned up correctly now.
- Pots/crates colliders are now working as intended, which makes them easier to destroy, nothing to gain from that yet, it just feels nice :).
- Probably a lot more tiny things, but I forgot some of them...
- There was an issue where you were not able to regain cups of tea at resting places?? idk anyway that's fixed now!
Balancing
- Enemies now don't get staggered every single time you hit them, instead it takes x amount of damage for an enemy to get staggered, the amount needed depends on the enemy itself and the weapon that's used to inflict the damage (it's similar to the "poise" system from the dark souls 1). For example: a small maggot would still get staggered in 1 hit because it's a maggot, but a beetle with a shield would be able to tank 3 hits.
- Pretty much all enemies are now a bit stronger :).
- Slightly nerfed all armour, it should now provides a little less protection.
- Increased the mana cost for the fireball spell, and slightly reduced the damage it does.
- Slightly reduced the damage of the slingshot, and made the attack animation a bit longer.
- Slightly nerfed the damage of the pencil, and it's a bit slower now.
- Stab animations are a bit slower now.
- Charge attacks cost more stamina now.
- Stamina & mana regenerates (a bit) more slowly now.
- Slightly nerfed the mosquito...
- Wooden club has a 3 star scaling with might! instead of 2.. so it does a bit more damage now!
- Probably more as well, but I forgot...
Thanks again for enjoying the demo! I'll still work on fixes and balancing, but from now on I'll mostly focus on creating new content for the full version!
Have a nice day!
-Tom
Files
WhiteLavenderDemo_windows_v1.2.zip 130 MB
May 09, 2022
WhiteLavenderDemo_mac_v1.2.zip 140 MB
May 09, 2022
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White Lavender
A challenging and colourful journey through a miniature world.
Status | In development |
Author | Sokpop Collective |
Genre | Adventure |
Tags | 3D, challengin, colo, Cute, nature, Souls-like |
Comments
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Extremely good update!