Pre-Alpha v0.0.9


Spells!

It has been exactly over 2 months since the last development log, and the last week was a busy one so this development log is published one week later than the update itself. With this update, another important aspect of the game is added! Thanks to those who don't spare their feedback about the game, as always!

In this development log, we'll be covering the spell system mostly, and the new item types that come with it!

 

Spells

Pushing a single button for the same attack was limiting the combat in the game so coming up with a new system that would decrease the button smashes for the normal attack for variable intervals was necessary I thought; hence, here is the spell system!

With the new spell system I, J, and K buttons on the keyboard are introduced as well for the spell hotkeys. Here is a screenshot from the spell tutorial.


As can be seen in the picture above, there is a panel in which the spells exist. Currently, our hero paladin has three different spells, two of them being offensive and one is defensive. You can find their descriptions in the images below.




These spells will probably change in the future when new systems are introduced, such as status effects. Also, in the upcoming patch, which will be the Alpha patch, new heroes will be added which means that they also will have their own spells!

 

New Stats & Item Types

With the implementation of the spell system, new stats and item types have also emerged. We have two new item types which are staves and necklaces.

They are both new types of items that focus on spells with the attributes they have. They empower spells by both manipulating their damage and scaling while making them far more useful by also reducing their cooldown. Here are a couple new items, and a new legendary among the 4 added.




With the upcoming new systems, there will be more available item types in the future. There are at least three more item types on the horizon that will be introduced in the upcoming patches.

 

What's Next?

With our team, the first objective we are after is replacing the assets in the game with our own. As you know, so far, OVERKILL was using different asset packs. We'll be replacing all assets that are currently in the game with the new ones. When this objective is done, we'll be focusing more on the community to build up a player base before we actually release the game.

As I have mentioned in the previous development log, a new game mode and different playable characters and their skills are still on the horizon. They'll be implemented in the upcoming patch, which I also mentioned before, will be huge...

Apart from those, we are looking up to a date which is in the fourth quarter of 2021 for OVERKILL's release, but this date is just an assumption.

Please do not hesitate to share your thoughts about the game, every inch of feedback is highly appreciated!

Files

OVERKILL Pre-Alpha v0.0.9 Windows.zip 18 MB
May 09, 2021
OVERKILL Pre-Alpha v0.0.9 Mac OSX.zip 19 MB
May 09, 2021
OVERKILL Pre-Alpha v0.0.9 Linux.zip 19 MB
May 09, 2021

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