Dev Log: Big Hits, Heavy Drops, and Radiant Auras! 🎮


Hey everyone! I’ve been working hard to add some exciting new features and upgrades to Knightmare, and I’m thrilled to share the latest updates with you. From game-changing meta upgrades to a satisfyingly destructive Anvil Drop and a strategic new Damage Aura, this update is packed with fun new ways to crush your enemies and survive the depths of hell! Let’s dive in.

Meta Upgrades: Critical Strike Mastery and Vitality Boost

Critical Strike Mastery

I wanted critical hits to feel earned, not just a given from the start. That’s why in Knightmare, your crit chance starts at zero, but with this upgrade, you can level up your way to devastating power. Each upgrade level adds 5% crit chance, maxing out at 25%. Every time you land a critical hit, you’ll see a flashy red “CRIT!” pop up with the doubled damage number—it’s incredibly satisfying to watch those big numbers stack up after investing in this skill!

Vitality Boost

Sometimes survival is key. The Vitality Boost upgrade increases your max health by 10% per level, up to 5 levels, letting you take 50% more punishment in those brutal late-game waves. Balancing these upgrades was tricky—I didn’t want crits to feel too overpowered or health boosts to make you invincible, but I think I’ve found the sweet spot.

Will you go all-in on crit chance, beef up your health, or balance both? The choice is yours!

Updated Ability: The Anvil Drop

This one was a blast to design. What’s more satisfying than dropping anvils on your enemies? Inspired by classic cartoons and my love for over-the-top chaos, the Anvil Drop lets you target nearby enemies with heavy, crushing objects.

The Journey to Perfection

The first prototype was… let’s say, unpredictable. Anvils spawned only on the right side and often missed their targets entirely, much to my frustration (and laughter). After some reworks, I added proper enemy targeting. Now, the anvils actively seek out nearby enemies, with just a touch of randomness to keep things fun. If you upgrade the ability, it can drop multiple anvils, each smart enough to target different enemies. Watching a rain of anvils take out a mob is pure chef’s kiss.

Fine-tuning the range, damage, and patterns took some trial and error. I wanted it to feel powerful but not game-breaking. The base damage is 15, with a maximum targeting range of 400 units. It’s now a reliable and strategic tool for dealing with tough crowds!

New Ability: The Damage Aura

When you’re surrounded by enemies, sometimes you need a way to clear some space. That’s where the Damage Aura comes in. This ability creates a magical field around you, dealing continuous damage to nearby enemies and pushing them away.

Finding the Right Feel

The initial version only damaged enemies once when they entered the aura’s range. That felt underwhelming, so I reworked it to deal consistent damage over time. Visual placement also took some tweaking—I raised the aura effect slightly above the player character to make it look more natural.

Now, the Damage Aura deals 7 damage per tick and changes how you play. It encourages positioning strategy and adds a layer of crowd control to your toolkit.


Behind-the-Scenes Challenges

Designing these upgrades and abilities wasn’t without its challenges! Balancing numbers took time—I wanted each upgrade to feel impactful without making the game too easy. Coding the Anvil Drop’s targeting system and tweaking the Damage Aura’s timing were particularly tricky but so worth it when I saw them in action.

Updated map

I’ve also added more details to the map to enhance the atmosphere and make the game feel less like a developer's playground. You’ll now find flowing lava streams, eerie skulls scattered throughout, and winding pathways that add depth and intrigue to the environment. These changes aim to immerse players further into the infernal world of Knightmare and heighten the sense of danger and adventure as they navigate through hell.

What’s Next?

I’m always brainstorming ways to make Knightmare more fun and engaging. Here’s what’s on my radar:

  • Enhanced visuals and sound effects for the Anvil Drop to make impacts even more satisfying
  • Additional upgrades and synergies for existing abilities
  • More abilities to expand your arsenal of destruction

I’d love to hear your feedback! What strategies are you using? Have a favorite ability so far? Let me know—I’m always excited to hear from players.

Thanks for being part of this journey with me. Stay tuned for more updates as I continue to build Knightmare!

What do you think? Let me know if you'd like any further tweaks!

Files

game_updated.zip Play in browser
1 day ago

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