Update 0.4 (Episkey)
However, after the first playtest, we've already made several changes compared to what was described there:
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Card Sorting: Cards are now sortable by rarity and name. Rarer cards will appear first in all panels. Identical cards are now grouped together.
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Healing Card Balance: Healing card effects have been adjusted for balance. Previously, battles with passive enemies allowed for full health restoration. Healing is now only possible during specific events.
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Defense Reset: "Defense" now resets at the beginning of the character's turn, preventing infinite stacking, which became problematic when fighting armored enemies.
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Card Inspection: Holding the cursor or finger on a card in any window will display a larger image of the card with a more readable description, along with explanations of any special terms used in the card's description.
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Enemy Intent Display: Holding the cursor or finger on an enemy will display a window with information about their current intent for their turn.
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Enemy Buff Timing: Enemy-applied buffs now take effect on the following player turn. This prevents situations where an enemy applies a bleeding effect that deals damage at the end of the same round, giving the player no time to react.
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Camera Position Saving: Due to changes in the adventure map size, camera position is now saved on the map so that it returns to the same position after a battle.
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Unlock Logic: The logic for unlocking new items has been changed. After defeating a boss, a random item of the lowest unlocked rarity is awarded. You must unlock all Common items before you start unlocking Rare items.
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Deck & Discard View: New buttons have been added to the adventure map and battle screen to view the current deck and discard pile.
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Enemy Card Addition Display: Added logic to display when enemies add cards to their deck or hand (e.g., when an enemy attack adds a "junk" or "harmful" card).
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Temporary Buff Icons: All buffs have received temporary icons.
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Map Generation Algorithm: The map generation algorithm has been changed. The previous algorithm caused game events to cluster around the edges of the map. The placement of enemies and points of interest should now be more evenly distributed.
Links for download (0.4.0.6):
We look forward to hearing feedback from the first players. We hope that with your help, we can make our game even better!