Version 2.0
Adventure Counterpart » Devlog
The new version of Adventure Counterpart was made using Godot instead of Unity. The programming of the game has therefore been restarted from zero. There are a number of major and minor differences compared to the previous version.
Major differences
- The goal is now to collect all diamonds. You don't have to defeat every monster anymore.
- The new maze generator makes it so all parts of the maze are always connected. It also makes it so you can never get stuck. There are always enough keys, blue switches and swords and no diamond is unreachable.
- The game runs more smoothly.
- The average duration of a single game is way shorter because the maze is smaller.
Minor differences
- You begin playing almost immediately when launching the game (no menu).
- The player is faster and some enemies too.
- The music variation that plays is chosen randomly instead of being based on your current situation. This prevents the music from being too repetitive.
- Several new enemies and items. These include a potion that gives you a bigger field of view.
- Potion effects are now permanent instead of just lasting 30 seconds (except for the health potion, which just heals you immediately).
- Some items and enemies from the previous version are currently absent. These include the potion that lets the player go through walls since it's not necessary anymore.
- Probably tons of other minor differences that are not worth mentioning or that I simply forgot.
PS: in case you didn't know, Adventure Counterpart was originally published on GameJolt.com in June 2019.
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Adventure Counterpart
Status | In development |
Author | MariusBLGQ |
Genre | Action |
Tags | 2D, Singleplayer, Top-Down |
Languages | English |
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