“That’s not a roguelike! That’s a [roguelite|roguelike-like|procedural death labyrinth|]!”
The reason I describe The Enchanted Cave 2 with the term “roguelike” is for two reasons that work together:
The massive majority of players either agree in calling it a roguelike or simply don’t care about the precise technical accuracy of a game’s label enough to affect their enjoyment.
and 2.
It would be marketing suicide to call it anything else.
Sorry roguelike purists; you may be technically correct, but that’s not always the best kind of correct.
Today I’m thrilled to announce that The Enchanted Cave 2 is getting a major update on all platforms on May 2nd! This update I have appropriately named the “MEGA UPDATE.”
This update will set the game to version 3.0 and will add tons of new content.
Complete list of changes:
Added full controller support
Added 3 challenge game modes
Added 5 new heroes (one only in green goo’s quest)
Heroes now have unique starting stats
Added 2 new NPCs that can be helped
Added 7 new items (one only in monster’s lair)
Added 2 new monsters (both only in monster’s lair)
Added a new merchant
Added bonus infinity skill nodes to skill tree that are revealed when a full branch is completed
Added Import/Export feature to transfer save data between devices
Added monster descriptions to bestiary
Reduced MP use of attack magic from 8 to 7
Increased value of “magic” enchantments by 50%
Fixed bug where magic bonus with crafted potions had no effect
Small visual improvements to some UI elements.
Fixed some visual bugs with spritesheet edges on some objects
Fix when enchanting to have an item’s single current enchantment selected by default when adjusting enchantments.
Fixed a rare soft-lock that can happen when clicking anywhere immediately after death
The MEGA UPDATE features 3 new challenges, which each take the base game and adds their own twist on it as a shortened 50-floor adventure. Explore a dungeon crammed with a more varied and more numerous selection of monsters in the “Monster’s Lair,” or try out the cave as a maze with limited visibility in “The Labyrinth.”
If you’re looking for a radically different experience, you may love “Green Goo’s Quest,” in which a particularly courageous green goo from the first Enchanted Cave sets out to be a hero! You can only equip swords and helmets, with loot and enchantment stats adjusted for this.
There are 4 new heroes (5 including green goo), and every hero now has their own unique starting stats.
Full Controller Support
The largest addition as far as my own development time goes is the addition of full controller support for the desktop versions. It turns out there are quite a lot of clickable things in the game that had to each be considered to make everything easily accessible with a controller!
Import and Export save files to any other device
The Enchanted Cave 2 is now available on PC, Mac, Linux, Android, iOS, and even some html5 versions, but all platforms handle their actual save files differently. With the new Import/Export feature you can copy a text output of your slot’s save data, transfer it to another device you have the game installed on (emailing it to yourself works great), and paste it directly into the game on that new device to effectively transfer a save. This feature can also be used to copy save files on the same device, or make backups of your save slots.
Live Beta on Steam available now!
Every bit of content in the update is completed and is the beta stage of development (except for the artwork of one more hero which I plan to live stream the creation of during a Q&A on the update). If you own the game and want to test out the new content today and help me iron out any bugs I may have missed, check out the steam thread here!
Price Change
In the interest of full transparency, when the update goes live on May 2nd I will also be increasing the price of the desktop version from $4.99 to $9.99 as well as the mobile versions from $2.99 to $5.99. If you already own the game before May 2nd, you will not have to pay any extra for the update – it is a free update and is not paid DLC.
The reason for the price change is simply because I have felt that the game has always been very under-priced (which was my mistake) even before the new content. I’m confident that the quality and amount of content the game provides is well worth a $9.99 price tag with of course the occasional discount during sales.
The new content adds plenty of new features that I’ve either considered from the start and turned out too time costly to add (like controller support) or ideas that cropped up during the months or years following the release. In addition, the update allows me to provide a significantly richer experience that further distances the premium version from the stripped down free flash demo.
Personal Note
It’s around 3 years after the release of the game and I’ve always been pleased with how the game turned out and it’s reception, but this update especially feels like a more complete conclusion to the development process. The Enchanted Cave 2 will now feature everything plus more that was originally envisioned, and at a fair price that will further support myself as I work on my next game. Thank you to everyone who is a fan of the game for your support, bug reports, suggestions, and sharing it with your friends, and an extra thank you to my original kickstarter backers who funded the development of the game because none of this would have happened without your generosity!
It even features my first ever music composition, which is surprisingly not terrible. 🙂
In case you’re unfamiliar the competition is simply to make a game in 48 hours. The theme was “You are the Monster” so I made a game about a giant spider. The original plan was to make a survival type of thing where you’re being hunted by people and have to hide and scavenge to survive but like most game jam entries the original vision is far beyond the actual result.
In case you missed the game jam stream, here’s a timelapse of the entire development process:
The tools I used were
OpenFL
Flash Develop
GIMP
Audacity
FL Studio
Tiled Map Editor
Immediately following the game jam I went to PAX as my first ever convention and had a blast seeing everything and meeting plenty of cool people. I’m finally back home now and wanted to write an update on any game stuff so this is what I’ve been up to!