Get an
Unlimited Account!
Play Below Kryll
on Steam!
avatar-renboy
renboy

12/11/14

A new version with some fixes - and some interesting changes to the shuriken mechanism!

  • Golden shuriken changes!
    • You don't need to collect all the golden shurikens in a single run anymore
      • Any shurikens you have collected and touched the shrine after, will forever be regarded as collected now
      • This does simplify some specific adventures, but it was important to give players incentive to try and collect shurikens even if they cannot collect them all or missed some on the way to the shrine.
    • Each collected shuriken will now drop gold bags:
      • Half of the gold cap of an adventure is allocated for collecting shurikens
      • If there is only a single shuriken, it will give the entire amount; Multiple shurikens will give a growing amount per shuriken that sums up to the entire amount (for example, in a 2 shuriken situation, the first shuriken will give 40% of the gold cap, and the second 60%)
      • Already collected shurikens will not drop gold bags again
      • The gold cap from killing objects was reduced accordingly (to half)
    • For greater clarity, already collected shurikens will show as green on the gamefield itself, and will show on the hud as already collected
    • Newly collected shurikens will blink and sparkle on the hud, to show you that you still need to 'claim them' at the shrine
    • Only collecting all the shurikens (not necessarily in a single run) will grant the XP bonus and declare the adventure as perfected
  • Killing using a Kunai (only in the case of bats currently) may also generate gold
  • Base floor shrines are no longer visible (that confused new players) but being in their general area shows an informative popup
  • ISSUE: Gold bags could get into walls if the player died while being squished into one.

Enjoy!

avatar-mostro
mostro

12/11/14

That new shurikens mechanic sounds good though it will make some adventures less challenging to perfect.

avatar-Seeric
Seeric

12/11/14

It does sound like it will make some adventures less challenging to perfect, but getting away from an 'all or nothing' mentality is probably for the best and previous additions (most notably the ability to air-dash) have likewise made existing adventures easier while opening up new possibilities.

That being said (and this is getting into suggestion territory but it seems better to put it here instead of making another topic), what if a system was added which mimicked the way 'perfecting' has worked up to this point, such as getting all the shurikens in one run adding a star to one of the corners of the room on the map? Basically, it could serve as an achievement with little or no actual reward and rooms wouldn't be required to allow for a star-rank (i.e. it would still be valid to make future rooms in which multiple runs would be required in order to get all of the shurikens for a 'perfect'). This would mean all of the actual rewards would still be attached to the new system while still providing a very minor, intangible type of reward for full-clearing like in the old system.

avatar-renboy
renboy

12/11/14

Creators who still want to force players to take all the shurikens can easily do so (there is even a special got_pickups trigger that fires if all shurikens have been collected);
We don't want to limit creators in making their adventures completable with all the shurikens taken in one go - this will open up replayability to adventures and will change the mindset of players about whether to collect shurikens or not.
In other words - if we give an extra reward (or even just a mark) for adventures you finished completely in one go, it will make completionist players be annoyed (to say the least) with adventures that cannot be completed in one go.

Log in to comment!
EULA | Privacy Policy | Report an issue | Contact us | Game client release notes | Approval to monetize