ToruTaru 0.6.0 “Sick Infinity” Major Update Changelog


ToruTaru early access build version 0.6.0 has been published.
The game honestly feels completely different in subtle ways. Highly recommended anyone who has played install this version instead. Much more visually pleasing, gameplay bugs removed, new features and content added, and girlfriend actually beginning to serve a purpose.
I've updated the soundtrack as well to include 8 new songs.
Hope you enjoy, and thanks so much to everybody who played, livestreamed, and critiqued.


Changelog:

Menu & Graphics

  • New visual enhancements and color grading
  • New visual main menu
  • New statistics
    • Highest floor reached (e.g. highscore) and multiple statistics are now saved, and displayed on the main menu’s “STATS” page.
  • Ranking system
    • A three-word rank is assigned to the player based on player’s performance
    • Player’s three-word rank is based on each npc interacted with (questgivers, random npcs, and love), number of talismans used, and highest floor reached, in that order.

Music & Sound

  • New music
    • Music which plays on floor 2 and above when player is alone
    • Music which plays when player is with love

Levels and Enemies

  • Two new bosses added
    • The Sick Infinity
    • Procreator
  • New enemy type “undying”
    • Slow moving spiritually sick people which will chase player if player gets too close to them.
  • Many level types visually improved
  • New “cave” level type
    • Cave is populated with undying
  • 3 new spirit models added

Talismans & Items

  • Love will randomly drop items sometimes.
  • All talismans now have two abilities.
    • Press F to drop the talisman and use its primary ability.
    • Press E to use the talisman’s secondary ability.
      • P Protection Talisman
        • Primary: Places talisman on the ground temporarily. Spirits cannot pass or get close to the talisman.
        • Secondary: Pushes spirits back. After several uses, the talisman will be exhausted.
      • D Dispel Talisman
        • Primary: Places talisman on the ground, dispels all nearby spirits.
        • Secondary: Touches spirit with talisman, pushing them back and hurting them. Chance to kill spirit. After several uses, the talisman will be exhausted.
      • N Travel Talisman
        • Primary: Places talisman on the ground, teleports player to next floor.
        • Secondary: Teleports player to the nearest blessed room, if there is one.
      • L Beacon Talisman
        • Primary: Places talisman on the ground. Talisman makes lights and sounds to help player return to that spot.
        • Secondary: Helps player see in the dark. If left on too long, attracts spirits to the player.
      • i Object Talisman
        • Primary: Places talisman on the ground. Talisman transforms into a random object.
          • Random object can be a talisman, key, map, note, or a door to the next floor.
          • Small chance random object can also be an angered spirit.
        • Secondary: “Pings” all talismans, keys, and the end door on the map. Draws an X on the map locating each key, talisman, and the end door. If there are items belonging to questgivers spawned on the map, they will be marked as well.
      • R Recall Talisman
        • Primary: Places talisman on the ground, setting a recall point. Press R to teleport back to the recall point.
        • Secondary: Teleports player to random location on the map.

Miscellaneous

  • Bugs fixed
    • Bug: Multiple talismans close together, if player tries to pick up they all disappear but player gets only one.
      • Player will only pick up one talisman at a time if picked from a stack of talismans, closest to their feet.


Enjoy.

- hiddenVisions

Files

WINDOWS 127 MB
Jun 22, 2021
MAC 129 MB
Jun 22, 2021
MP3 SOUNDTRACK 45 MB
Jun 22, 2021

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Comments

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(1 edit)

I think the key's creation location should be more sensitive.

I just couldn't find the key at the maze tile set level.

The map was rather small.

It wasn't the level to create a travel talisman instead of no way out.

I kept walking around, but I couldn't find the key.

Maybe the key was created, but I think it was stuck in the wall or overlapped with another object.

Previously, I spent a long time searching for keys on the first floor and found them stuck in a wooden board where the bed was blocked by wooden boards.

I finally figured out how to fix both of the bugs you reported!


Can’t pick up talismans anymore glitch:

If you use a travel talisman, and then try to pick up a talisman right after the screen goes black, it will make you unable to pickup talismans anymore. I fixed this by making “NULL” talismans give you nothing.

Can’t find key in hedgemaze glitch:

There is technically always a key. The hedgemaze’s grass however is extremely bright and high in yellow colors. It makes the key extremely hard to see in the sun. I fixed this by making the grass darker.

thanks so much for pointing those out man. Took me a while to find that first one but that’s a really bad bug. It’ll be fixed in the next update.

(1 edit)

Oh, was it a travel talisman bug, not an object talisman? I'm sorry to have confused you.

I look forward to the next update.

Don't forget the matches and the map marking.

^ㅁ^)b

(1 edit)

I think I found another bug.

I moved on to the next level with the effect of Object talisman in the room of talisman.

But at the next level I couldn't pick up any talisman.

And ghosts that passed by me at high speeds appeared so often.

woah… that one is extra weird and must be rare, I’ve been playing this update for about 7 hours and haven’t seen. I’ll look out for this one. Thanks for posting the image with it. You’re the best for reporting these

There is a bug that matches are used to mark the map.

Turn on the map and 'swipe the mouse down while right click pressed' to use a match when the map turn off.

It's as if the game is stopped while the map is turned on, but the system is taking input and then batchting it when the map is turned off.

I finally found a reason why matches are disappearing quickly from my inventory.

Good call. Will patch this one out. Thanks man.

(1 edit)


I like this update.

Do you have any thoughts on adding a screen brightness control option?

I wish I could display various kinds of markers on the map.

There are also times when you can't see the player's marker clearly on the map. This is because the terrain on the map sometimes represents the same color as the player.

Very nicely done.

Yeah actually, different markers would be good. My idea with the markers is that players can use them how they like… either marking places they’ve been, or places they’d like to return, or other ways. Would definitely be a good idea. I’ll be considering that in the future.

And yeah I agree, on the hedge maze for example the player can be hard to see on the map. In the future it will be an icon rather than a pixel.

Also I have to ask… did you run into any of the bosses? ;)

I haven't played much of the updated version yet.

I haven't met them yet.

I just woke up, so I hope meet boss today.

I finally met the boss.

I don't know if he's the boss.

I remember it was red and purple, and it looked like an octopus.

I didn't know what to do, and there was no way, so I walked back and found a travel talisman and escaped.

ah yup that’s one of them :)