v0.4.0 update!
Napitak » Devlog
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
Get Napitak
Napitak
An alchemical card-battling rogue-lite about brewing potions and slaying monsters!
Status | In development |
Author | zachariah-spencer |
Genre | Card Game, Role Playing |
Tags | 2D, Creepy, Deck Building, Indie, potions, Roguelike, Singleplayer, Turn-based |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- v0.3.1 build is live!22 days ago
- v0.3 release36 days ago
- v0.2 Release!47 days ago
- First Release!56 days ago
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