
Download Password: acah
Windows Only - 62 MB - ~15 Minute Playthrough Time
Download Password: acah
Windows Only - 46 MB - ~10 Minute Playthrough Time
Download instructions:

- Click on the Red Link to download the prototype
- Unzip the folder and run Installer
- The folder does not contain any viruses and is safe, but let your anti-virus software analyze the file
- Once the file is set, if prompted for a password, please use the respective password listed above
- Create a shortcut and once the download finishes, start your adventure!

Did you find a Bug!?
Bring the bug spray because we need to be exterminators and patch out all of the possible bugs that we can find in this early version of the game! If you find anything, please report it to me or use the link below to let me know what you found!
Patch Notes
Game Changing Updates
Pause Menu
– Unity Canvas has been created to use a cleaner/efficient pause menu.
– Pause Menu alters between Battles, Overworld, and Chance Opportunities.
Pause menu Options:
- Party
- Restore
- Dismiss
- Operator
- Configuration
- Scarf
- Self-Destruct
- Settings
- Audio
- Visuals
- Save
- Online
- Controls
- Exit
There is too much content to cover within the context of the Pause Menu, more explanations on this after patching encountered bugs.
State Machine Refractor(s)
– State Machines are independent scripts that only get read whenever called to use rather than passively active scripts that are read per frame. This essentially reduces CPU usage, improves the debugging process, allows for scalable and more dynamic collaboration between working and new mechanics. Most importantly, it allows for more interactivity between all GameObjects while improving loading times.
– While ideal, the transition has taken a large portion of time to develop since it is a slight reconstruction of the current prototype. Files have been separated and added into a giant prefab folder to merge all working mechanics, however, this creates small delays when testing.
Spawnable Enemies
New Wallet Layout
– Can now see next cards
- Color coded Ammo and Attack
– Low HP screen now flashes
– [!] Alarm Songs are to be synched up with flashing screen
HUD Menu Updates
– Partners flinch on taking damage (Patched)
Defeated Partners
– Can be protected by Shield
– Abilities are lost AFTER partner is defeated
Shield Updates
– Shields now have HP, no longer Time Based
– Parry Mechanic Added
Load Time/Scene Switching
– Store Script allows scenes to be switched more easily with less loading times.
Controls
– Flexible Options
Bumpers/Collision Test
– Enemies cannot be merged; now bump you away to last position taken
Lock-On
– Improved Lock-On Time
– Tele-Zoom Fixed
Rapicity
– All Weapons have increased rapicity
– AutoRap cards are spamable
Revenge Mechanic
– Targets can now enter revenge states to avoid spammable victories
Victory Screen
– Added Victory Screen after each Battle
New Enemies Added:
[Thorny] – 160 HP | Grass Type
[Balonity] – 180 HP |
Animations:
– Volt’s Down Walking Sprites updated
– Volt’s Up Walking Sprites Updated
– Volt’s Down Melee Attack Sprites Updated
Auto-Redirection:
– Targets now detect Players easily, will always face the player during battles after detection
– Targets cannot change direction during attack
Free Roam:
– Grids are now free to roam – no more sliding
– Prevention Tiles will limit player movement on Grid if exists in battle area
Centered HP
– All HP displays are now centered directly under target/player/partner
Slide Speed:
– Slight increase in Slide Speed to prevent in-between attacks
(Patched) No more In-between-Tile Attacks
– Attacks can only be triggered once sliding or movement is halted
– Targets cannot attacks and move at the same time unless the weapon is of type AutoRap
[TO BE FIXED] —————————————————————————————————————————–
Rototiller Redirection
– Damage Animations [SHOULD] be based off of the direction of the attack rather than where the player is facing. Upon taking damage, the player (and/or target) should automatically be redirected/facing the opposite direction of where they were hit.
Non-KeyBoard Controls
– Gamecube, JoyCons, PSC, XBOXC, are to be implimented
– New Approach on Input System has been studied to make easy switch
Drop-In/Drop-Out Multiplayer
– Local Override for Multiplayer to be added, secondary player overrides Partner AI for Player Controls
New Level Concept: Background, Dynamic Decoration, and Other Objects exist.
Doors: Door mechanics now are enabled
Endings/Routes: Depending on if you spare every Fabler or Kill every Fabler, specific doors open and lead to endings of the prototype test.
Abilities: Testable/Stackable Abilities are added at the start of the level
Updated Wallet layout
Version [0.0.88] – April 25th, 2021
Largest build update as of yet!
Abilities: a plethora of abilities have been added!
- Double Chance at Happiness added
- Auto-Weapon Switch added
- Speed-Update + Slow-Update added
- Revenge-Based and Attack-Increase Abilities Added
- Peril Point – @10% HP all damage increased
- Mayday – @1HP – all damage increases
- Panel-Based Abilities Added
- Iron Panel – Increases defense if on an iron panel
- Heal Panel – Heals passive HP if on a heal panel
- Burn Panel – Deals residual damage if on a burn panel
- Hole – Makes you fall down
- Float Shoes – Avoid holes
- Null Shoes – Avoid effects of all panels
- Movement Abilities added
- Quick Step – Makes you slide faster in battle
- Shield Based Abilities Added
- Reflect Shield – Bounces back projectiles with your shield
- Iron Shield – nullifies break attacks
- Heal Shield – heals you a bit when you successfully block an attack
- Slow Shield & Fast Shield – changes the amount of time you can shield
New AI:
– A.I. System has been improved greatly
- Responds to environment
- Detects spacial awareness
- Iterates unique attack patterns
- Capable of teleporting
- If out-of-bound glitch occurs, will redetect battle field and realign itself to continue battle
- Revenge Attacks added
- Variable speed movement
- Responds to breakable objects in the way
- Responds to other targets in the battle field
- Up to 8 different attacks per target
Run Button:
– A run button has been added! (No running shoes needed)
Another Chance Menu:
– Partner-Up Menu fully functional with no glitches
– Rapid spamming does not cause a bug anymore in the trade menu
Parashoot_Engine:
– All weapons have been redone to improve the following qualities:
- Added properties such as colliding, explosion animations, and sound effects
- Calculates bonus damage via abilities
- Works as a melee, projectile and status move
- Variable directions and speeds to further add more effects for weapons
- Targets can use the same attacks on you
- Special effects such as reflection and defense calculations have been added
New HUD Menu:
– New Folder Design is used to display:
- Current player character
- Health via numbers and HP percent bar (with a battery design)
- Current Weapon
- Attack output of weapon
- Bonus damage of Weapon
- Amount of times you can use said weapon
- Update Bar
- Special Effects to Character Icon and Battery at certain %
- Slides into Battle Field depending on player’s approach/direction
Weapon Changing:
- Now has a set pattern (Random –> Random –> Cycle entire deck until end of battle)
- Includes limit of how many times you can attack
Panels:
– New Panel logic used to improve damage calculations, effects, and abilities
Animations:
– Improved Sliding Animation (For Target)
Toggle Lock-On:
– “Double Sound Glitch” patched
– Multi-Targeting Glitch patched (On Horizontal Battles)
– Toggle works on all four directions
– Zooming is more efficient
- Teleport zooming is included as an ability
- “All-Knight” ability increases damage output if zooming is used
Battle Field:
– Dynamic Boundary for limiting/expanding slide movements per battle have been added
– Player can safely escape the battle without any glitches
– Battle Grid Start-Up Animation included
Chance Victory:
– Enemies and Targets now 100% offer a Chance after sparing them in battle
Hitbox Architecture:
– Originally the root of “Miss Hit” glitch (move at certain frames and you can tank any attack for free) has been patched; all attacks are now calculated with a new hitbox
– I-frames patched
– Super-Armor patched
– I-frames + Super armor combo patched
And a lot of other minor gameplay adjustments such as:
- Partner’s HP and Defeated State can be triggered
- Partners can follow you more efficiently and can run
- Improved walking and running in the Overworld
- Polished Sprites
- Improved Soundtracks for Beta: https://www.youtube.com/watch?v=6UUBhDS_fZU
Version [0.0.64] – March 16th, 2021
A cluster of bugs have been patched and core features have been improved. The following details each optimization:
Controls:
– Controls have been improved; keyboard key codes have been updated to better fit the player’s options rather than spreading keys apart from all types of actions; No more confusing layout.
– Lock-On now is now Toggle Based
– Escaping a battle no longer uses the same button as Lock-On
HUD:
– HUD is now bigger with easier-to-read options
– An HP bar was additionally added to indicate player percentage.
– The HUD now has a ribbon (background instead of floating icons)
Battle Grid:
– The Battle Field now highlights grid spaces you can move in and out of.
Music:
– Soundtracks have been balanced in volumes
– The Playable Prototype now has 8 Soundtracks
– When player reaches low HP, music alarm plays
– 16 Sound Effects (SFX) have been included.
Animations:
– Start-Up Shield Animation has been patched-in
– No-delay on Death Animation
– Enemy has an improved walking animation
– Escape Animation Patched-In
Update Bar:
– Speed of Update Bar is naturally faster
Panels:
– Super-Armor glitch has been patched; residue damage from panels and damage from enemies are now calculated separately and simultaneously
Battle Glitches:
– Bullet does not float aimlessly anymore
Version [0.0.36] – February 7th, 2021
The first playable prototype introduced a full level with one enemy type and a ton of bugs. For safekeeping, this version was recorded to fix common fixable bugs.
First prototype included:
– 1 Unique Enemy Type with two attack(s)
– Partner-Up Menu
– Weapon Trade Menu
– Tutorial on Controls
– Four [4] Soundtracks
A documented play-through can be seen with this link: