v0.4.0 update!


Changelog

New:

  • Flavor dialogue text for enemies when they are attacked or are attacking (think like a JRPG game)
  • 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)
  • First boss enemy encounter (that must be defeated to unlock the two new base ingredients)
  • New enemies
  • A few non-combat roleplay-esque encounters titled "Events"
  • Accuracy system for enemy attack (occasionally enemy attacks will miss)
  • In-run currency & shop encounter
  • Some basic SFX
  • A bit more artwork added

Changed/Removed:

  • UI layout/sizing changes for polish in various spots
  • A few minor bug fixes
  • Removed discards pile from combat scenes
  • Make adjustments to card artwork
  • Add event bus on the backend and refactor several other areas of the code for an easier time when implementing future features and polish

Future Roadmap:

  • One time use consumable powders that apply a special powerful effect to a potion for it's next use in combat
  • Consequences for actions in RP events
  • Music and SFX
  • More artwork
  • Playtesting and balancing enemy/event/potion design
  • Even more base ingredients, potions, ingredients, bosses, and enemies
  • Accuracy-influencing potency effects
  • Main menu
  • Finishing implementing settings menus

Files

HTML5 v0.4.0 Play in browser
7 days ago
Windows x64 v0.4.0 9.6 MB
7 days ago
MacOS v0.4.0 11 MB
7 days ago
Linux AMD x64 v0.4.0 9.7 MB
7 days ago

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