Update regarding Cryptbound (v0.1.0)


Hello everyone,

I have been playing my game quite a bit in the last few days and saw some issues with it. Of course, the game is far from done, but even though I just started with this project, I'm quite satisfied so far. I wanted to inform all my 32 players (thank you so much!) what I've done in this new update, and what I plan for the future:

What's new in this update:

The Warrior got a full visual redesign — went for a more grounded, human "battle-worn mercenary" look instead of the old demon-knight style. Idle, walk, and attack animations are already in the game; hit-reactions and a death animation are still on my list for next time.

I also reworked the first boss, Urgok, Orc Warlord. Honestly, he was way too easy before — lots of health, but no real threat. Now he has three actual attacks he cycles through: a charging dash that can stun him if he hits a wall (good counter window for you), a grab attack that pulls you in if you don't get out of the telegraph circle in time, and a war cry at 50% HP that permanently powers him up and immediately follows with a stunning charge into a guaranteed hit. His big hits also scale with your max HP now, so he stays dangerous even if you're overleveled for the dungeon.

Small but nice one: health and mana potions now stack in your inventory with a quantity counter instead of eating up a separate slot each.

And a bunch of bugs got squashed along the way — item duplication, surviving heroes losing XP bonuses and supplies they'd paid for, three Forge upgrades that were secretly unbuyable, wrong stats shown for two classes in the hub, and a few translation errors, among others.

What I'm planning next:

  • Finishing the Warrior's animation set (hit reactions, death)
  • Giving the other three classes — Rogue, Mage, Tank — the same visual redesign treatment
  • Bringing the same kind of real, multi-attack boss fight to the other three bosses, the way I just did with Urgok
  • I'm also toying with the idea of an elemental crafting system — collecting elemental fragments in the dungeon and combining them at an altar to infuse your weapon. Nothing concrete yet, just an idea I'm excited about.
  • More ways to play the game, not just a vertical progression system

This is genuinely just the beginning, and I really appreciate everyone who's stuck around to play it and give it a shot. If something feels off, unfair, or just plain broken — please tell me, that kind of feedback is exactly what helps me prioritize what to work on next.

Thanks again! ❤️

Files

cryptbound_itchv0.01.zip Play in browser
14 days ago

Leave a comment

Log in with itch.io to leave a comment.