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MaxBytes

Joined on 9/3/23

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MaxBytes's News

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


iu_1104163_18746524.png


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)╯


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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)╯


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