BIG UPDATE
- rattacookie

- Nov 23
- 3 min read
Making the World Feel More Alive
One of my biggest goals has been to make the world feel more alive and interactive. I've completely overhauled the "push/pull" system — you can now not just push but also pull objects towards you. This enables another layer to puzzles and puzzle solving.
New Animations: Lyn now has a brand-new pulling animation.
Better Physics: We've squashed a bunch of tricky bugs related to movement and collisions, so boxes no longer trap you underneath them or in a wall, which is very convenient. I tried living in a wall for a while; it’s not my thing.
New Sounds: To top it all off, we've added a satisfying sound effect to it, making the whole experience feel more grounded and tactile.
We have been giving the characters a little more personality. Every NPC has a different "voice bleep" per new game.
A Better Battle Flow
We've also made some major improvements to the post-battle experience. The old, clunky victory messages are gone, replaced by a sleek, unified battle results screen. Now, after a hard-won victory, you'll see a clear and concise summary of:
EXP and Gold Gained: See your rewards at a glance.
Items Found: No more missed item notifications!
EXP to Next Level: Easily track your party's progress.
To make leveling up feel more satisfying:
Level up now plays an amazing jingle.
No more missed skills with a new implemented sound notification.
A brand new level up window with its own victory and level up jingle.
We’ve also done:
A total revamp of the battle HUD that looks 200% better and takes 50% less space on the battleground.
Fully animated health, mana, and special bars.
A new battle selector to make it clearer what you want to cast and where.
A new battle opener animation with sound effects.
A difficulty mode has been added for people who prefer impossible odds, a relaxed way of playing the game, or something in between.
A New Use of Luck
Luck used to decide how much extra chance you had to apply a status. We removed that rule. Luck now helps you finding more gold and items.Stack up that Luck if you want more money.
Classes and Playstyles
There are 3 separate classes; however, classes will not be a thing directly in the game. It still has a small function. Some players will be naturally good at fighting, others are more tougher, yet others are good at supporting, etc.
Defender: Defenders now have their own play style. They do not have Ability Power; instead, they have a Power Bar that fills up as they take damage or deal damage. Once filled to 100%, their special strikes deal more damage and are more effective.
Fighter: Fighters have better moves and are stronger in general.
Ultra Mega Secret Class: A third class is the ultra mega secret class. No spoilers there.
Under the Hood
Of course, not all changes are visible. We've been hard at work under the hood, fine-tuning the game's balance and squashing a ton of bugs:
Class balancing: Balancing each class so it feels unique and powerful in what they do.
More items: The demo now contains double the amount of items we planned to have.
Monster balance: Each Mutant feels like a real threat to deal with. You best be careful.
Gold and EXP: Gold and experience gained now according and feel more rewarding.
Bug fixes: We've fixed a ton of annoying bugs, from "ghost poison" that would damage you, to having 12 arrows in your menu bar. Some were funny to deal with, some became a feature, and others met the wrath of the developer.
Closing Thoughts
This and much more has been done the past month. I know I have been quiet; this is kind of my style, as I like to share meaningful changes. These are also just some things that are in the demo; much more technical things happen.
I'm currently working on 1 more thing to add in the game. More on that later, as I don't know if I can bring it in time.
Thank you for reading.Don't forget to wishlist Nyx Legacy on Steam and follow us on our socials.
Rattacookie~






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