1.1 Released! Balancing, Patches, Tutorials, & Difficulty!


Hello everyone,

I worked hard on this new update, hopefully fixing most of the problems I found myself, as well as a couple of friends politely (and some times not so politely) pointed out. It's a pretty big adjustment to the game, so let's go over all the things I can remember.

First, the biggest improvement is of course the addition of the new tutorial. Now, when you start a new game, there will be a new item in your inventory called the "Game Manual". When activating this item, it will give you an index of the game's contents. Choosing which article you want to read will give you more information about that game system.
If you are lost or stuck, refer to the game manual and see if it can't give you some hints or pointers.
Really that's the biggest new addition to the game, the rest comes in the form of balancing.
First, a few things adjusted for consistency:

  • Changed the caffeine chest on the center island in the first level to be a small chest instead of a large chest.
  • Fixed the first switch (the one that opens the gate) to respond faster and animate correctly.
  • Some new lines of dialogue were added to represent all the time spent updating the game after release.
  • Using arrow keys for movement has now been added as an alternate key mapping.

There's also been a number of balancing changes done. It's hard to list all of them, but I'll list the ones I remember:

  • The max level has been changed to 6! It was difficult (especially on the default difficulty) to reach level 5, but if you decided to grind to help reduce the difficulty, level 5 wasn't high enough to gain a big advantage over difficult fights. The new level will give you a bigger advantage, but you will need to grind more to reach that level.
  • Slime's MP steal attack now has a new formula which does flat MP damage + the player character's level. (Before it did percentage based MP damage)
  • The "reduced difficulty" has adjusted the damage ramping. The reduced difficulty is suppose to be easier, but higher damage started hitting too early which trivialized a lot of the early content, so, even though you will be hitting the same damage numbers by the end of the game, you will get there slower now.
  • The cool-down timer after fights with a wild mob has been extended by 1 second, giving the player more time to get away from the bad guys.
  • The "Monster Hall" part of Level 2 has had the timer adjusted to give players a tiny bit more time to make it across the hall.
  • Your heal skill now heals 5% more on the default difficulty and 10% more on the reduced difficulty.
  • Bats and Slimes now have an MP pool and their "special skills" (Swap for bats, MP Drain for slimes) now cost MP to use, preventing them from spamming their special skills repeatedly.
  • Mighty Chicken's defenses have been reduced slightly. Additional, the Might Chicken has a new attack which will boost Fidel's confidence.
  • The secret puzzle in Level 2 now gives more clear information about what happens when the puzzle has been completed.
  • Some small out-of-bounds areas the player could access have been corrected.
  • One of the mob encounters in Level 1 has had their AI corrected, meaning the mob should behave properly after exiting a fight with it.
  • Reduced some file bloat (very minor stuff).

There may only be minor patches after this one, as I would like to move on to other projects. Once I get some more feedback, especially with all the balancing changes and the addition of the tutorial and difficulty system, I may have other adjustments to make, but hopefully nothing too big.

I hope you enjoy the new changes!

Files

Fidel & The Maker's Trial 1.1 (Windows) 288 MB
Dec 03, 2021
Audio Collection.zip 33 MB
Dec 03, 2021
Fidel & The Maker's Trial 1.1 (Mac) 416 MB
Dec 03, 2021

Get Fidel & The Maker's Trial

Leave a comment

Log in with itch.io to leave a comment.