Demo v1.6


Hey, everyone! Here again with another update, this time a new version of the demo.

I've actually made a few significant changes to the full game and thought now might be a good time to give you all a good taste of what I have been working on. For starters, I have gone through the various abilities that the player can use and adjust their damaging/healing capabilities, making the output more noticeable as the characters level up. It may not be noticeable in the demo, but in the full game, the damage ratio has increased quite nicely so far, and as such, I have also had to go through and rework every enemy and boss's HP, making it where the player can't just smack them once and move on. Enemies have also had a slight adjustment to their move-sets, at least the few that use healing spells. Specific enemy healing skills have been increased to better match their max HP, while also keeping the player's damage output in mind, making it to where enemies are still a challenge, but not impossible. Another thing that will be seen in the base game, or rather a few things, will be the inclusion of an item that allows the player to see treasures on the minimap and an item that will instantly wipe any enemies below a certain level difference (the level for this has been reduced in the demo, seeing as the character will most likely end the demo before even reaching level 20). There will also be an item that allows the player to reveal hidden paths in the environment, but that will not be included in the demo, seeing as there are no hidden paths to be found in the few beginning areas of the game. Another grand utility that I am sure any speedrunner will love is the inclusion of a "scene skipper". Say you've already played other iterations of the demo, or you just want to goof around with the actual gameplay itself, all you need to do now is hold down the "X" button during certain beginning points in cutscenes and, "poof", back to gameplay! One final inclusion into the demo is something I wish I had put in sooner: the crafting, or "Metamorphosis" system! Now you all can tinker around and make up some items or equipment, even though the roster of craftables for the demo is quite lacking compared to what will be in the full game. Oh, one final note: I had to change some things in regard to the crafting system, so now the furnace in any shop will act as the actual crafting station while any torch with a blue flame in a shop will change the player's equipment to either make it applicable for Synthesis (basically the equipment can be upgraded with powders) or make it applicable for Metamorphosis (the equipment will be able to be used as ingredients).

 With all of that said, there might be a few more minor tweaks that I am neglecting to recall, but I am hoping that this version will be the definitive demo version until the full game has been made/completed. That being said, if any glaring issues are present in the demo, please don't hesitate to let me know; I strive for making Bastions' Undertaking as good as I can. Anyway, I hope you all enjoy the demo and stay tuned for more updates on my end when something significant happens!

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