UPDATE 8.4 - REBALANCED DIFFICULTY, ELITE MONSTERS & NEW MONSTER TYPE


Mostly been working on chapter 2 but in the mean time I've also been experimenting with some balancing changes to the combat. Combat didn't feel very methodical, you were able to kill everything in two shots so it was simply more efficient to just plow through the dungeon without giving the mechanics of each enemy any thought. So now there's less enemies, health is more valuable and enemies have more health.

Elite monsters are large, have a blue glow around them, have 6x the health pool of their normal counterpart, 2x the attack speed and 0.3x the movement speed. I removed the powerups from spawning in the level and they now spawn when you kill an elite monster

New monster type is a "Sniper". The sniper will charge up a shot, this is indicated by a line that scales down as the shot is charged. The sniper shoots a high velocity, high damage missile.

  • Reduced Mob Density by 50%
  • Reduced Enemy Damage by 25%
  • Reduced Healing from health shards by 50%
  • Increased enemy health pools by 50%
  • Added "Elite Monsters"
  • Aggroed monsters now have a obvious red outline
  • Changed the bounce rune reward at level 2 to a split rune
  • AoE swirly cylinder monsters now expand their area of effect over time+
  • Made some balancing changes to the chapter 1 boss fight(second phase to this fight is coming soon)
  • Added new monster type "Sniper"
  • Added some new sound effects for urns breaking, the blink spell and the boss beam attack

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