Weapon System Revamp


Hello, Lost Pilgrim

It's been a couple of months since our last playtest, and Rama & I have been working hard at adding new extensive features to the game.

The largest of which is the revamp of our weapon/combat system.

During the last playtest, we noticed that some weapons needed something unique and more varied in terms of how they operated. We settled on further dividing the weapons into more sub-groups and then giving each of those sub-groups different functions based on how we intended their use in-game.

There will remain 4 open weapon slots.

Mainhand Weapons - They can now access a CHARGE attack by holding down their attack button for a certain amount of time, some will get a 3-hit combo depending on that weapon's use case. Only 1 Mainhand weapon can be equipped at a time in the Mainhand Weapon slot.

Secondary Weapons - They will retain the ability to RAPID fire from holding down their attack button, and each will get a 3-hit combo. 2 Secondary Weapons can be equipped at a time, one in the Mainhand Slot and one in the Secondary Weapon Slot. 

Auto Weapons - 3 Auto weapons can now be equipped at a time, taking up the Mainhand, Secondary, and Auto slots.

Ultimate - Massive attacks that clear all bullets from the screen; only 1 may be equipped to the Ultimate Slot.


Below is how specific weapons will change within the new system.

Pilgrim's Weak Blade:

Now has a 3-hit slash combo, replacing the single stab outward. It can be charged into a 3-stab hit for larger damage.


Seal of the Righteous:

Added a chargeable version of the beam attack, this 100% felt needed.

Yuria's Gift:

Created a 3-hit fireball combo that grows larger and more powerful while retaining the hold-down rapid-fire.


Bone:

Created a 3-hit bone combo that grows larger and retained the hold-down rapid-fire; bones will now break into fragments upon impact and fly out to damage other enemies.


Pouches Initiative: 

Created a 3-hit combo that will throw more daggers as the combo progresses; hold-down rapid-fire was retained, and daggers will now "bounce" to other enemies at higher levels.


Arcane Explosion: 

Attack sprite will now activate at the end of a dash instead of all the time on a set timer, gives much more control to the player, and opens up other dash augmenting abilities.

Next up for us is adding our enemy drop/in-game currency system, our new Game Over screen and animation, and some QoL features to smooth out the existing experience. After all that, we're aiming for another playtest in late March and then our Steam Demo release.


Remember, there is only one constant here, Lost Pilgrim.

You Will Not Survive.

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