v0.17

Changes
- Drain Sprout and Bolt Sprout now have a clarification that you can block the negative effect
- Effect damage changes now apply to the elemental boosting (This applies to enemies significantly more than for you)
- New area descriptions
- Status pause menu elements have descriptions now
- Game over no longer keeps the overworld music active
- Weapon moves in battle now use the weapon hold walk animation (to do later: change it to look better for this new purpose?)
- Battle fadein effect improved
- Better animations for many enemies
- Better sound effects
- Reorganized the lobby
- Added some important signs with more important information
- More tutorial ish popups
- Game no longer spawns over difficult enemy obstacles too early on (with very good luck they are possible but not realistically)
- Change to how overdifficult enemy encounters are capped
- Changed layout of lobby
- Various sounds have been chnged (thnks to Jamsies)
- New sprites and animations for normal enemies
- Player sprites now have bilinear filtering (note: more complex than one setting change because they use palette swapping tech)
- Cloud Jelly forms now have different defense tables
- Control scheme changed
- Honeybud family now heals self if no heal target exists
- Walk animations are now more responsive (the walk sprite starts immediately instead of starting at the idle sprite)
Bug fixes
- Retry battle fades in correctly instead of just instantly snapping
- No longer squish multiple times on death
- Form change for the Cloud, Water, Ice jelly exists in easier difficulties as intended
- Defense change for Coilers have been fixed
Files
Get Project Elemental (Rabbit hole Demo)
Project Elemental (Rabbit hole Demo)
An RPG game with Paper Mario-like mechanics (prototype / demo)
Status | Prototype |
Author | shadeblade |
Genre | Role Playing |
Tags | Turn-based |
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