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MaxBytes

Joined on 9/3/23

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MaxBytes's News

Posted by MaxBytes - 2 weeks ago


Hi there!


New update for Lost For Swords, including keyboard support, new content and new cards! :)


If that sparked your interest, head over to https://www.newgrounds.com/portal/view/897692


iu_1157948_18746524.pngiu_1157950_18746524.pngiu_1157949_18746524.png


Here are the details:

  • reworked map screen and forts: map contains only towers now. Forts have moved into the “training cellar” of the new castle, which serves as the place to select/change the hero.
  • greatly increased size of Paltry Tower: 5 floors, including a new monster, the Sentry.
  • added basic keyboard and controller support: Controls explained in options screen
  • in hero deck screen, differentiate between cards on the board and in the deck
  • nerfed Shield Maiden starter deck: -1 Shield Slam, +1 Broken Shield
  • Rat Conjurer: +1 Timer
  • slightly changed highscore calculation: each collected emerald is worth 2 points instead of 1
  • bugfix for To Arms
  • limit Pocket Wormhole to 2 uses per room
  • change to interaction between Slow Weapons and Brutes: Brutes now get +2 attack AFTER being hit by the slow weapon, not before
  • small bop animations when cards get pushing into each other or monsters try to move to occupied spot
  • bugfix: alternative starting decks were not unlockable


New cards:

  • Sentry
  • Pauldron
  • Arbitrage


Thanks for reading and see you at the next update! :)

Bye! (ʘ‿ʘ)╯


Tags:

Posted by MaxBytes - 1 month ago


Hi there!


New update for Lost For Swords, with a bunch of balancing changes, improvement and new cards! :)


If that sparked your interest, head over to https://www.newgrounds.com/portal/view/897692


Here are the details:

  • reduced Gathering Tower to 8 Floors: this makes for a better gameplay loop! To balance it out, a couple of changes to benefit the player:
  • increased Emeralds options in Loot Select from 10 to 20
  • increased Emeralds in Strange Chest from 10 to 20
  • in Prison-Mezzanine, spawn Unidentified Loot instead of 20 Emeralds
  • added highscore and win streak system to towers!
  • gameplay change to Push mechanic: push now also flips the affected card(s) before push and damage happens
  • gameplay change to cards in decks and shuffling: order of cards in decks is now consistently shown to player in deck popups. Cards returning to a deck are put on the bottom of the deck. Effects that draw cards from the deck draw from the top of the deck. Effects that affect first X Monsters in deck do so in order
  • buffed Shield Slam
  • buffed Graceful Exit
  • buffed/reworked Sinner’s Might
  • reworked Achilles’ Armor
  • reworked Greed (Sin): gets destroyed after atoning
  • slightly buffed Hammers
  • slightly reworked Fawkes Pendant: all barrels are now X-Barrels
  • nerfed Defiance: 1 Armor Plate instead of 2 at base quality
  • bugfix for Puncture Ring affecting ALL kinds of attacks/damage
  • bugfix for rare occurrence allowing players to move to an already occupied spot
  • when inspecting card, related card is shown properly upgraded


New cards:

  • Brewmaster’s Tunic
  • Ring Of Fortitude
  • Strange Chest


Thanks for reading and see you at the next update! :)

Bye! (ʘ‿ʘ)╯


Tags:

Posted by MaxBytes - January 10th, 2024


Hi there!


Another update for Lost For Swords, this time focussing on difficulty and additional content! It adds multiple difficulty modifiers to the big Gathering Tower. Tone down the difficulty if the game seems too hard, or beat the tower to unlock higher difficulties! The update also includes alternative starting decks for both Knight and Rogue, which you can find and unlock while on a tower run! The update adds various new cards for the Knight, which enable different Hammer-focussed builds.


If that sparked your interest, head over to https://www.newgrounds.com/portal/view/897692


Here are the details:

  • introduced difficulty modifiers for Gathering Tower: adjust the game to your liking, make it harder or easier. Unlock harder difficulties by beating the tower
  • introduced alternative starting decks for Knight and Rogue! Unlock them by finding deck inventories in the tower
  • reworked how slow weapons/hammers work when their attack target moves out of the way: attack is cancelled and weapon is not dropped → effectively buffs hammers and makes them much more viable!
  • added quartermaster that stands in front of towers. Hands out alternative starter decks
  • added quartermaster intro cutscene when first visiting tower
  • added campfire scene when beating Gathering Tower
  • captured Rogue call for help right when you enter the room, so you won’t miss them as easily
  • buffed Spiked Armor: deals all of your Defense as damage
  • buffed Atonement: flips Sins before destroying them
  • increased all hero HP by 3
  • starting with second backtracking on a floor, punishment “Tired” produces more punishing Fatigue cards
  • reworked input buffering so it “sticks” to cards, not card locations


New cards:

  • Fear Dagger
  • Solomon’s Hammer
  • Hammer Artisan
  • Blessed Hammer
  • Goro’s Hammer
  • Achilles’ Armor


Thanks for reading and see you at the next update! :)

Bye! (ʘ‿ʘ)╯


Tags:

1

Posted by MaxBytes - December 27th, 2023


Hi there!


Another update for Lost For Swords, this time focussing on language! It adds a second language to the game: German! Additional languages will follow soon, as I have now set the basis for proper multi-language support. The update also includes a lot of improvements and bugfixes.


If that sparked your interest, head over to https://www.newgrounds.com/portal/view/897692


Here's what's new:

  • support for German language in card descriptions and explanations (set in options)
  • added indicators for weapons and monster attack values when higher or lower than their base
  • increased damage of exploding barrels from 5 to 6
  • added credits screen
  • renamed Burning Sins to Common Penance: to avoid it getting mistaken for a Sin
  • added better tooltips for sin explanation
  • better explanations for a lot of cards
  • bugfix: crash bug that occured when card select screen appears in specific cases
  • bugfix: choosing greyed out backtrack option is not allowed anymore
  • bugfix: related cards can now be clicked on and inspected as well

new cards:

  • Pocket Wormhole


Thanks for reading and see you at the next patch! :)

Bye! (ʘ‿ʘ)╯


Tags:

1

Posted by MaxBytes - December 17th, 2023


Hi there!


A smaller update for Lost For Swords, but still an update! It includes a lot of improvements and fixes, but the biggest thing is a new fort that should help beginners learn the game a little better :)


If that sparked your interest, head over to https://www.newgrounds.com/portal/view/897692


Here's what's new:


  • movement indicator shows the path hero will take when hovering over a card or empty board spot
  • added second fort for knight, teaching about monster movements
  • improved first fort for knight
  • improved map: enabled camera pans and better readability
  • room clear bonus (1 emerald per hero card) is paid out immediately when room is cleared


Thanks for reading and see you at the next patch! :)

Bye! (ʘ‿ʘ)╯


Tags:

1

Posted by MaxBytes - November 29th, 2023


Hi there!


A new update for Lost For Swords! It includes a full rework of the systems and visuals outside of a tower run, including an overworld map. Furthermore, lots of improvements to help beginner players learn the game better, such as a second tower and better visual guides... and lots of other stuff too :)


If that sparked your interest, head over to https://www.newgrounds.com/portal/view/897692


Here's what's new:


  • Introduced overworld map
  • Added second tower that serves as a better introduction to tower gameplay
  • Reworked first fort
  • Reworked objective system: defeat monsters to obtain winged key, which opens door to next floor
  • NPCs and Bosses are more talkative
  • Added options for disabling post-processing and particles/flashing
  • Healer can raise your Max HP by 2 if you visit her fully healed
  • Slightly increased base HP of Knight and Rogue
  • Small HP Adjustments to Monsters and Props
  • Visible healthbars for cards
  • Renamed “Dungeon Deck” to “Monster Deck”
  • Reworked Defiance to only trigger when hero is 8-neighbor
  • Many visual improvements to movement and attacking
  • Small changes to monster pathfinding
  • Fixed Ethereal Shuriken returning to deck - thanks @Jam2020
  • Fixed upgraded Reactive Armor not working as described - thanks @Jam2020
  • Fixed Vainglory shuffling one too many Vanity into the deck - thanks @TheOneWhoWondersThere


New Cards:

  • Subtle Body Charm


Thanks for reading and see you at the next patch! :)

Bye! (ʘ‿ʘ)╯


Tags:

3

Posted by MaxBytes - November 9th, 2023


Hi there!


A new update for Lost For Swords! It includes a lot of new cards that enable new decks and synergies... and lots of other stuff :)


If that sparked your interest, head over to https://www.newgrounds.com/portal/view/897692


Here's what's new:


  • Rework of unlock structure: tower and rogue need to be unlocked before they are available. (cheat code for players on the web who lost progress: press “5” at hero select screen to unlock a hero, and at tower/fort to mark it as completed, unlocking next fort/tower)
  • Rebalanced Sin based cards
  • Reworked To Arms and split it into two hero specific Auras
  • Reworded push and retreat mechanics
  • Pushing cards off the board has a proper animation
  • Lots of smaller visual improvements, such as better room layouts
  • Fixed bug where removing multiple cards of the same type at the pyromaniac removes only the first one - thanks @TheOneWhoWondersThere


New Cards:

  • Geldkatze
  • Push In Boots
  • Break Morale
  • Hothead Locket
  • Stronghold
  • The Metronome
  • Rashness (Sin)
  • Greed (Sin)


Thanks for reading and see you at the next patch! :)

Bye! (ʘ‿ʘ)╯


Tags:

Posted by MaxBytes - October 27th, 2023


Hi there!


A new BIG update for Lost For Swords! It includes a boss, waiting for you at the end of the tower, a new backtracking mechanic, rework of all NPCs and the overall run progression structure... and lots of other stuff :)


If that sparked your interest, head over to https://www.newgrounds.com/portal/view/897692


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Here's what's new:


  • First boss: Banshee, waits at floor 10 of the Gathering Tower
  • Keys and Mezzanine: between floors, you visit a Mezzanine. On this “in-between” floor there are NPCs, many of them locked in prison cells. You may only interact with NPCs after you’ve freed them from their cell. Like previously, NPCs can help you improve your deck by adding, upgrading or removing cards, or heal you. To open a prison cell, a Key is needed.
  • Keys are spread throughout the dungeon and can be collected like emeralds. Through their mechanics, keys form a second “currency” and are shown as such in the UI
  • Reworked backtracking: instead of losing HP, you are now presented with a choice of three cards with negative effects, and you have to pick one. Either lose health, lose Emeralds or add a Fatigue card to your deck permanently.
  • later floors have upgraded cards as rewards. This makes finding cards later in the run still viable
  • Rogue starter deck: +1 Shuriken, -1 Leather Cap
  • (re)added chests again in later floors
  • Reworked pushing: deals 1 damage to cards that are pushed into each other. When a card is pushed to the board’s border, it is pushed off and takes damage equal to the floor number. Then the card is returned to the dungeon deck (or destroyed, if its a prop)
  • renamed Pierce Ring into Puncture Ring
  • reworked knight’s first Fort (which is essentially the tutorial)
  • Increased damage of Ring of Fire and Fire Column
  • Increased effect of Fury and Thick Skin trinkets
  • Made number of (re)uses for weapons more clear
  • Visual indicators for currently active card: card that “does” something grows a bit larger
  • Visual improvements and player feedback for when trinkets/auras/poison/… trigger
  • Bugfix: while attacking monster, it getting defeated before attack actually lands lead to freeze
  • Various visual changes to cards and UIs
  • New Cards
  • Medusa’s Ring
  • Defiance
  • Pierce Ring (new)
  • Curse: Fatigue


Thanks for reading and see you at the next patch! :)

Bye! (ʘ‿ʘ)╯


Tags:

1

Posted by MaxBytes - October 5th, 2023


Hi there!


I've been busy the last weeks gathering and integrating all kinds of feedback you folks have left me since the last update. And today, I published a brand new version of Lost For Swords here on Newgrounds. There are a lot of new features, content and improvements.


(if want to just go play, head over to https://www.newgrounds.com/portal/view/897692)


iu_1092696_18746524.webp


Here's what's new:

  • reworked whole out-of-run structure, integrated tutorial into main game and added a new separate tutorial for rogue
  • allow players to pick up emeralds instead of a card between rooms
  • reworked upgrading at Cardsmith: first upgrade is free, then each additional upgrade costs 50
  • reworked selling at Merchant: selling does not gain you emeralds anymore, but instead: first card removal is free, each additional one costs 50
  • backtracking now makes you lose 1 HP for each Monster left, not half of your HP. If your HP is less than the number of Monsters, it will set you to 1
  • the healer can only heal 6 HP, not heal fully
  • reduced whip base damage from 2 to 1: the Whip’s base damage felt a LITTLE bit too strong in the early game. The whip is supposed to be a positional tool and a get-away weapon, but not one that should deal a lot of damage right out the gate.
  • reworked how poison works: at the end of each turn (and through cards and effects), poison “triggers” and deals 1 damage to all poisoned cards and their poison value is reduced by 1. Also reworked all poison related cards
  • Poison Dagger now has Quick Attack: should make it much more viable
  • reduced effect of Frenzy and Thick Skin Trinkets (from +3 to +1): these two trinkets warped the game too much and their effect was simply too strong, yet not that interesting
  • renamed Spells to Scrolls
  • Illusory Walls are now of Card Type Contraption
  • Pillars now have health and can be destroyed
  • introduced a maximum upgrade level per card
  • Shop has 2 additional cards in store (from 6 to 8)
  • Reduced shop prices
  • spawn (sealed) door and backtrack as separate cards in last room of each floor: this does not alter the gameplay a lot, but makes the objective more clear for beginners
  • added statistics panel at end of run (successful or not)
  • winning a run shows final deck
  • proper hero defeat animations
  • Buttons for changing upgrade level while inspecting a card
  • Various performance improvements
  • bugfix: wizard was not affected by -Attack debuffs
  • bugfix: Eirene’s Crown did not have “Quick Equip” (despite card text saying so)
  • bugfix: Catnap Ring no longer triggers when monsters move on their own; it only triggers when Monsters are moved by other means: swapping place, pushing, …
  • bugfix: allow undo-ing the turn you backtracked
  • bugfix: attacking with weapon does not show “unarmed” anymore (thanks Moox)


New Cards:

  • Venomous Shuriken
  • Pocketless Cloak
  • Bagoas’ Belt
  • Prop Master’s Ring
  • Wrath
  • Murad’s Mace


Pfew... that was a lot! :D


Thanks for reading and see you at the next patch! :)

Bye! (ʘ‿ʘ)╯


Tags:

2

Posted by MaxBytes - September 11th, 2023


Hi there!


To be honest, I'm a bit overwhelmed by the amount of people who played my little game Lost For Swords in the past week. Thank you so much to all who played, rated, favorited and gave feedback, I really appreciate it! :)


(if want to play yourself, head over to https://www.newgrounds.com/portal/view/897692)


Since the release, I took in a lot of feedback and today, I released the first update, which adds some of your suggestions and hopefully fixes some issues you encountered. Here's the list of changes:


  • Rogue’s Whip now applies 1 Sleep: Rogues had a very tough time in the early game, and especially the Whip felt very weak in comparison to the Knight’s Knife. With this change, the whip can be used much more freely, as the targeted Monster won’t be able to hit back this turn (big thanks to Moox and Datboiii3 in the Discord) More Rogue buffs might follow in the future!
  • Show preview of upgraded cards at cardsmith
  • Reduced shop prices
  • fixed exploit that allowed unlimited shop/cardsmith visits
  • Fixed music stutter in HTML5 version of the game (thanks to the Newgrounds article https://3p0ch.newgrounds.com/news/post/1148893)
  • Increased text of Inscribed Walls in tutorials
  • performance improvements

New Cards:

  • Cunning Rapier
  • Weird Rod


Thanks for reading and see you at the next patch! :)

Bye! (ʘ‿ʘ)╯


Tags:

1