Posted August 15, 2020 by Carlos Manuel Pozuelo - Pink shard games
Hello! I'm Carlos and you're reading the third development update of Evertower Lite. As I said in last post, this month has been way less intense than last one. Sadly, I couldn't implement all the things I wanted to yet, but I still made much progress. So, let's get started!
Now, dungeons will generate a door to the next level! Crossing this door will trigger dungeon generation again, refreshing the dungeon. It'll also increase the difficulty of the dungeon, increasing some stats of the monsters that you'll have to fight. It also increases their loot.
Each monster is affected by difficulty in a different way. For example, Blob will gain resistance and extra HP while Bat swarms will gain extra damage and extra healing multiplier. This makes each enemy feel more unique.
As you can see in the screenshot above, there's now a pause button, which lets you pause the game! In this pause menu, you'll be able to exit the run at any time. And you'll also be able to edit your starting deck if you're not currently on a run.
Yes! After half a year of development, you can finally edit your starting deck. To edit it, you'll have to Unlock a new permanent upgrade, which will allow you to enter the deck editing panel. Once in this panel, you'll be able to create a starting deck with the cards that you've already unlocked.
To make it fair (...to prevent the player from creating an overpowered deck), you'll have a limit of 136 magic dust, meaning that you can add as many cards as you want, as long as you don't surpass the dust limit. And if 136 dust doesn't seem enough, well, don't worry! With the help of the new permanent upgrades, you'll be able to increase this number up to 776!
I've added two new enemies to the game!
As mentioned before, you can now unlock deck editing and gain more dust to your starting deck with new permanent upgrades.
You can also increase your starting hand size and your maximum hand size, from (2-3) to (4-7), with two new permanent upgrades.
I didn't want to include this as first, as I had planned to add eleven new spells, but I only had time to add three. Although I'm still working on this, here's what I've been able to implement so far!
The game's already looking good! I think its about time to ass some polish. So, this is my checklist for what I want to do next.
The game is reaching a point where it is playable and somewhat enjoyable. This is great! I don't have a big audience yet, and I haven't received much feedback either. I want to release a beta soon, maybe in two months from now. But I do need people to try it, other than my friends and family. I don't want to sound desperate because, honestly, I'm not, but I'd really appreciate a follow on my twitter account. Also, check out my new itch.io account, where I'll post information about the game!
And that's all for this month! Thanks for reading!