Release notes:
https://arcengames.com/mediawiki/index.php?title=Starward_Rogue:Early_Alpha_Release_Notes#Version_0.205I'm drastically behind on reading feedback on the forum, but I kept an eye on Mantis. Keith is off for the holidays until after the new year, so things will slow down on that front. I have three more working days, as do the artists, so things will slow down there. Dayton and Misery and Erik will do what they choose to do, being hourly. Hopefully take some good time off, but I know Dayton is planning on continuing to refine items and so forth during the break some.
Anyway, I had hoped to do a new video today, but I kept having "one more thing" syndrome. The gamepad work took a lot longer than I expect, but it was really worth it I think. My hands still aren't used to it, but that's just muscle memory messing me up.
Ability points are a HUGE new part of the game, which create some rewards for even failed runs, and reward both speedrunning and exploration -- differently, but still both. The GUI for the ability points is really glitchy-looking and to the left of the minimap, partly blocking it. One of those things I just didn't have time to get to.
Oh, and along with ability points you also now have Deposit Boxes in the shops. Giving you a way to turn currency into AP. This doesn't improve the shop in any direct way, unlike in Isaac, but it does let you prepare better for the next run, AND make it more likely that you can unlock some new cool stuff in the starting-a-run room that then will show up in other parts of the game (shops, random drops, item rooms, boss rooms, or whatever they are supposed to do). I'm pretty pleased with the system, although the actual values for ability point costs needs to be refined for sure. Right now it's a best first guess.
All right, that's pretty much it for me for the weekend. Cheers!