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
Get Realm's Last Stand
Realm's Last Stand
Defend the Realm - Indie Tower Defense
Status | In development |
Author | CaptainHerpaDerp |
Genre | Strategy |
Tags | 2D, Difficult, Fantasy, Indie, Medieval, Pixel Art, Singleplayer, Tower Defense |
Languages | English |
More posts
- Update 0.2.3 - Minor Bugfixes and Level Adjustements9 days ago
- Update 0.2.2 - Lvl 1 rework & minor fixes9 days ago
- Roadmap – What’s Next for the Game9 days ago
- Update 0.2.0: Level 4, Player Spells & Voiced Towers10 days ago
- Update 0.1.9: Finished Current Game State (just about)Aug 14, 2024
- Update 0.1.8: Some Fixes and ImprovementsAug 09, 2024
- Bug Fixes and ImprovementsAug 06, 2024
- Addressing the Current Lack of Sounds and MusicAug 05, 2024
Leave a comment
Log in with itch.io to leave a comment.