Update 0.2.4: Level 2 Rework


Hello everyone, time for a new update! 

Level 2 has been fully reworked. The original version had shaky wave design, odd road layout and a theme which would be inconsistent with the later levels of the game; the new take fits the game’s progression better, plays cleaner, and looks nicer.

🌿Level Design & Visuals

  • Level 2 Reworked – new wave flow and a more cohesive visual pass.

  • Critters – cosmetic, scripted level events where animals wander in/out.

  • Forest Path art – updated level info artwork.

  • Tower sprite separation – cleaner pass‑through for militia (less visible clipping).

  • Road barrier preview – holographic texture while placing.

⚔️ Gameplay & Systems

  • Militia behaviour – units won’t engage enemies off‑road (prevents weird off‑path fights).

  • Mage projectile – now travels at a fixed speed.

  • Restart button – restart instantly (handy for WebGL/fullscreen users).

  • Slime Combat - slimes are now more stationary when engaged in combat (prevents jumping through barricades or escaping the combat zone)

🎛 UI / UX

  • Ultrawide fixes and general button updates.

  • Level‑up info corrected – % increases now compare to the previous level, not base.

  • Selection fix – clicking militia health bars no longer selects the tower.

🔊 Audio

  • Endpoint cue – sound plays when enemies reach the exit.

  • Early wave bonus – new sound when you call a wave early and earn extra gold.

  • Barrier SFX – construction, half‑health, and destruction sounds.

  • WebGL mixing – fixed volume and individual bank control.

  • Level Ambience - all levels now have ambient noises

⚖️ Balance

  • Level 1 – final wave tuned easier.

  • Militia – health gained per upgrade 3 → 4.

  • Boss‑type enemies (Giant Lizard, Treeman, Mounted Orc, Giant Squid, Queen Larva, Queen Bee) now reduce 2 lives on endpoint passthrough.

  • Queen Bee – increased health.

  • Archer Tower - base damage slightly increased

🐞 Bugfixes

  • Magic power button click/toggle behaviour.

  • Militia no longer take damage from catapult fire.

  • Spiked Slime: combat sound restored; no more jumping mid‑attack.

  • Militia engagement with units behind barriers behaves correctly.

  • Road barriers no longer displace airborne units on placement.

Files

RLSWebGLReleaseBuild0.2.4 pre v3.zip Play in browser
4 days ago

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