v0.3 release


Changelog

New Additions:

  • Combat animation system
  • Save and load system
  • Run meta-progression
    • Defeating more monsters earns you more Anodyne(currency) at the end of your run
    • Anodyne can be spent at the shop on powerful meta-upgrades for future runs
  • A new status effects system
    • Your potions as well as enemy attacks can inflict status effects(Frost, Scorch, Blight, Restoration, Ward). This is visually represented by stacking icons with a number inside them.
  •  Elemental damage types, enemy vulnerabilities and enemy resistances
    • Potions that deal damage of any kind now have a damage type and enemies can be resistant or vulnerable to different elemental damage types.
      • Status effects that deal damage intuitively deal the damage type that you'd expect(scorch stacks deal heat damage, etc.)
      • Card tooltips show you in combat what damage type it will deal with a little elementally colored square next to the damage number.
      • Damage types are Heat, Cold, Illness, Spark, Light, Dark. Many of these exist in the backend but are not accessible with the current potion pool.
  • Flee mechanic (The missing health percentage of your enemy is the chance you have to successfully escape them)
  • A weighted probability system for encounters with a uniqueness check (so you don't get 6 combats in a row.)
  • The game now remembers your previous potion and ingredient starting loadout in the alchemy lab and offers a button to skip crafting and just load up your previous run's loadout. This is so you don't have to re-craft everything over and over once you have found a loadout you like for the time being.
  • Added some various artwork as I had time for different elements in the game!
    • Any feedback you have on art style preference please let me know because I am currently undecided and have littered a few different styles in this build so I (and you) can test them all.

Changes:

  • Mending and Restoration are now two separate systems. Mending is an instant one shot healing effect whereas Restoration is a status effect of stacking health regeneration each turn.
  • Fixed a ton of little game-crashing bugs that had to do with variable management
  • Overhauled the alchemy lab user interface to be much more intuitive and easy to play with
  • Redesigned the way that progression will eventually work. As a beginning to this, the player only currently has access to the base elements of fire and water now. This will allow them to craft fire, water, and steam related potions. More base ingredients will be added soon!
  • Adjusted font sizes all over the game so that everything mostly fits into its relative UI elements now and is at least readable for the time being.

Items that were moved to later in the roadmap or postponed due to design changes:

  • Deconstructing potions to reclaim some of the ingredients. - Going to put this further down the roadmap and see if the game even needs this mechanic. I am not feeling as hype about it as I was before so I would love feedback on that as I iterate on this project.
  • Combat tutorials - These and a new player onboarding experience is guaranteed to be coming but it is further down the roadmap. I wanted to ensure that all of the systems and game rules are a little more hammered out before I put a ton of energy into making tutorial systems for them.

Future Roadmap:

  • More artwork
  • New enemies
  • Earth and Air base ingredients reintroduced with all of the ingredient and potion trees that come along with that (way more combinations than before when they were merely a debugging tool)
  • Queue system that drives status labels (so that they don't keep all popping up on top of each other)
  • First boss enemy encounter
  • Curated new player on-boarding experience
  • In-run currency & shop encounter
  • A few non-combat roleplay-esque encounters
  • Flavor dialogue text for enemies when they are attacked or are attacking (think like a JRPG game)
  • Accuracy system for enemy attacks (% chance to hit that can be modified by potions)
  • Polish card stacking system so that cards rendered atop each other behave as expected
  • Music and SFX
  • One time use consumable powders that apply a special powerful effect to a potion for it's next use in combat 

Files

Linux AMD x64 v0.3 7.8 MB
2 days ago
MacOS v0.3 9 MB
2 days ago
Windows x64 v0.3 10 MB
2 days ago

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