Update


While I'm not a big fan of just blurting out stuff, I do want to remind some of you guys of the changes considering that the development has been handled for a biiit too long now.

For starters, we're going to release it by this week. Possibly. Or next week. We're just finalizing stuff before we're good to go (and by good to go, like really good to go.)

So... what's really going to be added to the game?

Twilight Mode
Twilight Mode is the harder version of the game, where everything is held against you (but not that much). It includes the following features:

  • Saves disabled
  • Enhanced monsters (damage still the same)
  • A harder starting and climax point
  • Limited (but not to a high degree) visibility and hearing
  • A different look for ?????

A New Monster
Originally archived as an 'odd' subject in one of Liwayway's notes, this new monster plays a role in the game's 'climax point' (no, not the ending sequence, the 'climax point'). It will haunt you just once, and is a rare occurrence. However, this doesn't mean that you shouldn't take care of yourself by any means, as this new monster can instantly kill you if not careful.
After a single encounter, it will never appear again. Unless you did something recklessly...

...and another one.
This monster will warn itself by a familiar 'cry'. Don't be deceived by its looks. It's more dangerous that it seems. This new monster will destroy a dynamic where the player remains passive, keeping the beat alive.

However, that is yet to be tested out.

Free Healthcare
Instead of instakills, the player now has the chance to survive blow per blow. That doesn't mean that it can give you a bit of relaxation. You're only awarded with three 'lives', and you can regain them by igniting a lantern (all lives in Normal and one per lantern in Twilight).

...with added protection
The health system is also coupled with a defensive option: the Burst mechanic. This gives the player an ability to halt anything- anything- within a 20-tile radius for a set duration (different for each monster). It fills up whenever:

  • you get attacked (set amount per health lost).
  • you ignite a lantern (full burst gauge).
  • ...you wait (amount restored per second depends on health remaining).

And some changes.
While it would be a good assumption that the last few months spent were wasted on the game... you're sort of right. But not to a terrifying degree. I have a life, my team has a life. And I have responsibilities as a honor student that I have to begrudgingly carry out. Even so, we're determined to publish it by this month (as next month is our 'SCALE' deadline, which includes this as a branch). Gameplay changes have been added, with some stuff to the mix.

Also, we would like to request from some of you to join us in playtesting this game! You can just PM me at whatever time you want.

Until then.

Oh, and have this too I guess.

Get Under the Night (Sa Ilalim ng Gabi)

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