TLDR; No dev blog, we are super hard at work! Update soonโข๏ธ (but no concrete date yet)
Next dev blog with serious content hopefully in November.
https://t.co/dinBTnkgnp
When you first started playing Tiny Rogues, how often did you loose a run?
(I never collected data on this, actually curious.)
How many losses have you had throughout the journey to defeat all 3 final bosses?
wip of the new monk skill, "Dashing Kick".
you dash into a direction, if you hit an enemy you become airborne and get to reposition further (you are also invincible/intangible during the entire process)
In the next #TinyRogues update, the bottom left corner UI also shows your active Companions.
Outside of combat you can hover over them to see what stat boosts you are gaining.
@underink1@RubyBenji it will apply to the final floors too
it's going to be tuned baseline to not "break your run", but when you increase Cinder the impact of these mechanics will also increase, so on higher difficulties you might get into serious trouble if you don't play your cards well enough
@DeKajoo Basically, the game is glued together on boot by human readable files that can be created and edited from outside the unity engine.
So you can, in theory, add an item or enemy by literally just creating a txt file in the correct folder.
Since Christmas I've been working on a GDD for the Tiny Rogues update. (to get an overview, because my notes and plans were all over the place)
So far it is 57 pages long ๐ญ
I expect it to be like 70 pages when it's finished ๐