Post-Jam Update


Hey there!

I've been taking a little bit of a break following the end of 7DRL, but I was also making a few Quality-Of-Life changes and other improvements through the past fortnight. Here's a few:

  • I added a proper intro screen - the original one was a placeholder from the start of the project. The new one more closely invokes the "desktop HUD" aesthetic of the game.


  • I noticed a few streamers were starting the game, moving a step, and then immediately walking back onto the exit space, quitting the run early. To counter this, there's now a dialog box which asks if you're sure you want to exit early or not. Hopefully this helps :)

  • The game now supports the numpad for most game actions. You can use "shift+num" for menu items.
  • I changed up the colors of items and guards to be more consistent with each other. I don't like relying on colour to convey information, but for now, options are limited...
  • Speaking of conveying information, the log is a bit more informative now, so guard states are also announced in there.
  • Guards:
    •  were easier to distract than intended. You can't distract alerted guards with coins now.
    • they also move more often than the player when alerted now, so you can't outrun them as easily. This is to discourage unstealthy behaviour.
  • Game loop issues:
    • I fixed a major performance issue. It should be a lot snappier than the original 7DRL version now.
    • The multi-speed thing didn't work properly, so I had to fix this in my core framework.

Files

Windows x64 1 MB
Version 0.1.2 Mar 25, 2022
Windows x32 1 MB
Version 0.1.2 Mar 25, 2022
Mac OS x86_64 684 kB
Version 0.1.2 Mar 25, 2022
Mac OS ARM x64 1 MB
Version 0.1.2 Mar 25, 2022
Linux x64 4 MB
Version 0.1.2 Mar 25, 2022

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