0.8.1 minor update + Difficulty Level Goals


Happy holiday block of time! Impossible Cave Peril Party has been downloaded more than any other version; thank you to all who tried it. This minor update is a combination of a few things I overlooked and fixed, and adjustments based on the experience of others. If you have save files from 0.8, you should be able to transfer the save folder to this version with no issues. Content within the Content Card has not changed, so it should not need to be reset.

- The escape penalty in Unsealed Cave and higher now appears in the HUD. Also, escape penalty is now properly reset upon exiting the cave
- The next difficulty of the cave now unlocks the same time you clear the lower difficulty, no talking necessary
- Fixed Club Rockfall not actually doing anything
- Fixed Thinking Cap not being equippable by the Dapper companion class
- Fixed certain map enemies that were moving when they should be standing still
- Removed skills that shouldn't normally start on Hunter
- A floor 5 locked gate that used to have nothing behind it now has a healing tile
- The Achievement Room now records the alternate bosses separately from the original ones
- After turn 2, Curser, Overachiever, and Underperformer use damaging attacks far more frequently than their buffs/debuffs
- All of the Spade, Diamond, and Club Totems now greatly resist their own aura "element"
- Experience gained from all enemies from floors 56+ has been lowered by 10 to 20%
- The last 4 enemies in the cave have had their picture darkened slightly

Some of the above changes were a direct result of me catching things I didn't before or me realizing that certain info needed to be displayed, but many were because of feedback from others. Any comments or messages about any pieces of content that you either love or you think could be better do influence what I focus on / address in the future. 

For clarification on what my goals are for each of the cave difficulty modes:

Light Cave: Should usually defeat players that are in the process of learning about the content of the cave. If they don't learn as fast as others, but are persistent, the extra Onus Orbs for finishing several runs without a win should be a huge assistance. Should very rarely defeat those that do have all the proper knowledge. It is still possible to get clobbered by unlucky enemy choices, but Bonus Orbs and the Another Chance perk should greatly mitigate this. On this level, safe consistent strats that lead to a high chance of victory when followed are fine

Unsealed Cave: In my eyes, where the "true game" starts. Should represent the combination of all the perks that help the player and all the harder additions the cave has (except the one key Impossible Cave mechanic). Likely defeats players often until they have most of the knowledge, and even then should still be very scary and require taking some risks. Should have counters for the consistent strats talked about in Light Cave 

Impossible Cave: Should be theoretically possible to win, but require so much luck going your way that it realistically may never happen. However, it should also still be fun to play around that luck and reach new milestones, and losing should be fun and make you look forward to what you'll randomly roll next

If I was making a story based RPG, or I was the systems guy on a game whose focus was having the player play through a story, I would also include a god mode or some kind of mode where the lose condition was nonexistent, so that somebody wanting to see that story is not denied it due to skill. I believe this is not necessary in the cave, because the only place progressive events happen (the lobby) will eventually happen regardless of wins or losses within the cave. However, if anybody still would want a mode like that, I'd be happy to hear other opinions.

Also, any game I make that involves player skill will certainly have an insane "prove your ultimate mastery" mode :)

Files

Impossible Cave 0.8.1.zip 288 MB
7 hours ago

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