Patch 1: Endless Mode and Control Update


Patch 1

Welcome to Dream Warrior's first patch since launch! There are a few big things and some smaller ones. Let's dive right in.

Endless Mode

The biggest change is an Endless Mode for Dream Warrior. Have you ever had a really good run that you wanted to keep playing, even after reaching an ending? Well, now you can.

New enemy types appear in this mode. At first, they're not much different than normal enemies, but as you clear them they get progressively stronger. There are even endless bosses which drop a new set of top-tier equipment. Can you complete the set before the endless get too strong?

Control Options

Dream Warrior was designed with a mouse in mind. That's how I play games and honestly how I think about playing games, too. However, I heard from a number of people who wanted to use other methods. In this update, both keyboard and gamepad control options have been added.

The support is a little basic, and setting options with gamepad controls may not be possible. However, the game itself is perfectly playable this way. If I'm honest, I do find it kind of comfortable to use a gamepad here. I must also note that Dream Warrior, as a NW.js game, is using the browser gamepad API under the hood. Insofar as your gamepad resembles the standard mapping, it should work well. However I only have access to two controllers: an ancient iBuffalo Classic pad and a weird adapter which allows a PlayStation 2 controller to plug directly into the PC. The former needs no drivers, but the latter does. The former, as it happens, works flawlessly, but no matter what I did, the latter just simply was not detected. I'd love to test a wider variety, but, well... you know that bit on the store page about being developed on a circa 2010 PC? If I could afford PC bits, I would buy a few other things before gamepads.

Additionally every feature from the gamepad control scheme was also assigned a keyboard hotkey. While I was at it, I made the hotkey sequence for fast game exit a lot harder to press accidentally. That turned out to be a pain point for several players. I hear you, problem fixed.

Assorted Other

  • Text fixes. Please let me know if there are more that need attention.
  • It turned out that silence and poison were ticking when entering and exiting the use item menu. That should no longer happen.
  • Dark Contract now requires 1 MP. Being able to use it while under the effects of silence kinda-sorta trivialized the Demon Lord fight, since it is (practically speaking) impossible for him to use physical attacks.

What's Next

There were a few other things I wanted to get in this patch. Unfortunately I lost a bit of time in the last few days and I wanted to get this patch out for the RPG Fest.

I'm going to try to get another small patch out after this one. Unless things really turn around, that's probably all for this project though. Of course, if you've been following the development of this game, I have said words to that effect at least three other times for the jam version. I mean it this time, though. This game is by far the stupidest thing I have ever written, and I love it. However thus far it has only barely recovered the Steam Direct fee. I never expected to get rich with this game. It's just not that kind of game. I genuinely did not expect this to flirt with losing money, though, considering how little I was out of pocket.

Either way, if there are some things you would like to see in Dream Warrior, let me know! I can't promise anything, but there is definitely a chance that I work a few more items into patch 2.

Files

(Windows) Dream Warrior.zip 116 MB
71 days ago
(Linux) Dream Warrior.tar.gz 135 MB
71 days ago

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