Update v0.2


Version 0.2 of Witch of the Endless Winter is now available.

This update took longer than expected, but now there are various systems in place to make the rest of the planned content.

New Content

  • Obstacles can now spawn in the forest dungeon, with 2 types of obstacles to start with. How you deal with them depends on your party members and if you have enough stats.
  • Added new areas - town inn, wooden shack. You can rest in the inn to recover your stats. But if you don't have all your party members with you, something else can start building up...
  • Added a day-night cycle. Exploring the forest passes the time, and different events will happen in the future based on the time of day.
  • New spritesheet for Thea in the inn at night.
  • New music and sounds for the town area.

Bug Fixes and Improvements

  • Fixed z-index issues with the red X marks in the minimap.
  • The forest dungeon and the main town area are now connected. You can see this as a green marker on the minimap.
  • Fixed wrong location names used for save slots.
  • Igloos now spawn only in the room where your lost party members need to rest.





Files

Witch_of_the_Endless_Winter v0.2 - Win.zip 34 MB
16 days ago
Witch_of_the_Endless_Winter v0.2 - macOS.zip 55 MB
16 days ago
Witch_of_the_Endless_Winter v0.2 - Linux.zip 31 MB
16 days ago

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Comments

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(+1)

You've made some nice gameplay additions in this update! I like the introduction of obstacles and the tavern, it feels like there's a bit more strategy to how players can choose to explore the maze.

Now that there are additional resources for the player to make use of, perhaps there isn't a need to send the party back after being split. The search for missing members will feel a bit faster if instead starting over you'd lose a bit of time or health, but remain in the current area if it's not too late in the day. You could also consider sending the party back to the inn whenever health or daytime runs out, to give resting there a more important role.

It feels like the gameplay loop is starting to come together in this update, and I'm excited to see how the inn will get used in the future!

(+1)

Thanks for the feedback! I've been thinking about how being sent back is still making the search too long. I haven't yet tried limiting which rooms the missing members can appear in either, so I think that combined with staying in the same area is a good idea.

I'm also already planning on having the player be sent back to the inn if it gets too late. The health idea is good too! Since there's no battle mechanic right now, a game over likely won't make sense at this point.

(+1)

If you're planning to add battles, you could just send the party back to the inn on defeat there too. I think that the kind of game you're making could work better by penalizing players with progress loss instead of having a full game over state. You'll just need to be a bit careful not to make the failure states unlock more events than actual progress to keep the players engaged.