The plan for this week was to complete the game storyline and round out the experience. We added a final boss sequence and credits to make the quest feel complete. The tweaks to the PvP mode allow for a more dynamic PvP experience as each player gets to build their own deck, the loser gets to rebuild to counter the winner and make a comeback.
There is a possibility for more content in the future with a third overworld. This would come before the final boss fight and introduce some of the PvP-exclusive cards, it would also extend the leveling process and have more unique enemies to fight.
The improvements in having a chest counter and level preview are to help drive the player to explore and full clear each world. The countdown is to give the player time to process and give a delay going into battles. Last, visual feedback and prettier UI were to polish the game.
We still have plans for our final overworld with an ending boss fight to conclude the storyline. We will work on the character art and actions, bringing more consistency to pixels. Lastly, we want to update PvP to include card choices and rematching for a series of fights.
Added a starting area to introduce the player to a quest Cleaned up the introduction fight
Added keyboard controls for menus
Added turtle boss to introduce the piercing mechanic
Added Iceworld with new cards and enemies
Balanced encounter rate and added fleeing option
Levels now increase mana and health
Added card rarity, farm commons from enemies and rare/legendary from chests
The improvements to the tutorial section are to help players get started quicker. We added more areas to explore with more ways to improve your deck and stats to feel a gradual power up. More cards make the battles more dynamic with some cards countering other cards.
Future Plans:
We have plans for a final world with a final boss which will conclude the quest and storyline. We want to customize the enemy AI so it feels more interactive, they will have human-like delay, save mana, and will react to your attacks. We will work on the character art and add more movements and animations to the player and enemy. Lastly we will improve the PvP mode so rematches are possible and give the losing player new cards.
← Return to game
Comments
Log in with itch.io to leave a comment.
It's pretty good so far; I like the tempo with the block cards.
Devblog (12/9)
Added Final Boss After Ice World
Added Credits Sequence on victory
Added Options Menu with Volume Controls
Added Rematching to Versus Mode
Added Scene Transitions between battles
Updated Player and Card King Sprites
Completed Burn, Drain, and Inferno Cards
The plan for this week was to complete the game storyline and round out the experience. We added a final boss sequence and credits to make the quest feel complete. The tweaks to the PvP mode allow for a more dynamic PvP experience as each player gets to build their own deck, the loser gets to rebuild to counter the winner and make a comeback.
There is a possibility for more content in the future with a third overworld. This would come before the final boss fight and introduce some of the PvP-exclusive cards, it would also extend the leveling process and have more unique enemies to fight.
Devblog (11/25)
Added music to starting areas
made the castle scene a hub for the game
Added an intro to each overworld
Updated enemy AI
Added more in battle visual effects
Made buttons prettier
Gave player a wider POV
Added a chest counter to show completion
Added battle countdown
The improvements in having a chest counter and level preview are to help drive the player to explore and full clear each world. The countdown is to give the player time to process and give a delay going into battles. Last, visual feedback and prettier UI were to polish the game.
We still have plans for our final overworld with an ending boss fight to conclude the storyline. We will work on the character art and actions, bringing more consistency to pixels. Lastly, we want to update PvP to include card choices and rematching for a series of fights.
Devblog (11/18)
Added a starting area to introduce the player to a quest Cleaned up the introduction fight
Added keyboard controls for menus
Added turtle boss to introduce the piercing mechanic
Added Iceworld with new cards and enemies
Balanced encounter rate and added fleeing option
Levels now increase mana and health
Added card rarity, farm commons from enemies and rare/legendary from chests
The improvements to the tutorial section are to help players get started quicker. We added more areas to explore with more ways to improve your deck and stats to feel a gradual power up. More cards make the battles more dynamic with some cards countering other cards.
Future Plans:
We have plans for a final world with a final boss which will conclude the quest and storyline. We want to customize the enemy AI so it feels more interactive, they will have human-like delay, save mana, and will react to your attacks. We will work on the character art and add more movements and animations to the player and enemy. Lastly we will improve the PvP mode so rematches are possible and give the losing player new cards.