Breaking Wind

Without further ado…let’s get the bad news out of the way.

I struggled with this a little, but there is no way I will be able to make the release date of June 30th of this year. Even if I pushed really hard and released a bug-riddled mess, it would STILL be incomplete. There is simply too much to do and not enough hours in the day.

Therefore, this is an official announcement of a release date delay. The goal now reverts back to what it once was, which is to simply get the game out at any time this year. So…I guess December 31st 2022 at 11:59pm is the new target date. Depending on when things are release-ready I may shuffle that around just a bit as I doubt actually releasing it on December 31st would be good for sales, but I’ll cross that hurdle when I come to it.

Due to this delay, I do instead plan to release a game demo update very soon! This update will include Minorod, Galest, and maaaaybe Urusagi, but until the full game is released players will not be able to level up and most abilities will be locked. However, keep in mind that all experience points do carry over to the full version! Players can get a head start on leveling up for when the full version is available later this year. More details on this demo to come in June.

Alright, gloominess aside let’s get into the good stuff. I promised you some Galest abilities and in keeping with what was previously shown from Minorod, I’ve got three of Galest’s Wind-based abilities ready for action!

First up, let’s take a look at the “Cardinal Winds” ability.

This ability summons damaging wind balls from the cardinal directions of the arena (north, east, south and west) in succession. If you can trick your opponent into standing within their line of fire, it will deal some solid damage! One unique aspect of this ability is Galest can actually channel it virtually forever. This mean’s if you can get your opponent to stand within it’s line of sight for a period of time, they’ll be taking massive damage.

Of course, there are a few drawbacks. Galest is completely defenseless while channeling and the longer the ability is channeled the longer the cooldown is. The ability is also very predictable since the pattern and trajectory of the projectiles never changes. Still, if you can put your opponent in a compromised position it may be worth the slot in your ability loadout.

The next ability is a fun one, “Whirlwind”. Whirlwind turns Galest into a spinning top of damaging doom! Unlike most abilities, Galest can continue to move while using this ability and that extra mobility will surely come in handy.

You may notice at the very end of the ability a few stars appear around Galest’s head. This is where the downside of the ability comes in…a self-inflicted stun! Stun is a status effect that leaves the Mythlink completely unable to move or perform abilities for it’s duration. All that spinning makes Galest dizzy, so it’s only natural that a moment of recovery is needed after it’s been used.

Galest is a tricky one, so no loadout would be complete without an ability to mess with your opponent a bit!

The “Luftstrom” (or “air current” in Swedish) is just the kind of annoying ability you would expect from a Galest. When luftstrom is triggered, Galest summons a wall of wind and pushes it forward. The wall has collisions and can force objects backwards! Just look how the test dummy gets thrown back by the wall.

As always, all of the abilities are subject to changes so don’t be surprised if they don’t appear in the final version exactly as presented here.

One last note, in order to be more consistent with the marketing campaign starting soon, all blog posts will now be posted on the last day of the month (or at least, attempted to fall on that cadence). Now you’ll have a convenient way to set your alarms on when to check for new posts.

Until next time…

Breaking Wind
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