Devlogs
Changelog v0.1
0.1 Changelog
Happy new year! (:p)
Update coming way later than expected since I couldn't actively work on the project.
But at least it has almost everything I had planned for it!
- New Stuff
- Defeat the beasts and get a chance to learn new skills (cards) from them:
You'll see a lewd winning scene with a few options.
Choose the right option to get a new card for your collection!
Thanks @Pandosham and @foxzae for the feedback! Your comment helped coming up with this feature.
- What do most roguelikes have? Yep, a minimap;
- Fog of war! You can't see the entire cave right from the start;
- Enemies may sometimes drop food (thanks @mashmalo);
- Player progression. You get experience for defeating monsters, with enough exp you level up!
- Defeating an enemy grants you 1MP (maturity points) which can be used to unlock new cards;
- Each level grants +5SP (stamina points), +1 attack, +1 defense (for now at least);
- Leveling up also heals you to full SP/AP (ability points).
- Caves get progressively bigger and more packed with enemies the deeper you go.
- Enemies will get stronger too!
- You can find lost pages of a diary, written by one of the many cave's victims, scattered through the floors;
- You can now customize your deck. The deck you bring to battle can handle up to 8 cards;
- Reworked weaknessess
- Visuals
- Your stamina and action points are always displayed. (Before they only showed up when in battle);
- Smoother movement;
- Enemy weaknessess are displayed once you discover them;
- Enemy status are displayed when in battle;
- Added a background parallax for the caves.
- Bugfixes
- The dialogue "Skip" button was not displaying correctly sometimes;
- You can't open the menu while in battle;
- Howard will talk about move types when you first hit a weakness, not when you first enrage an enemy;
- Enemies won't aggro you through walls anymore.
- Where next?
For v0.2 I'll be focusing on finishing the art for every beast/character and improving some of the stuff done for v0.1 as well as finishing the ones that didn't make it for this version:
- The NPCs Qetesh and Pandora (mostly bug fixing and giving them a bigger role other than just chatting. i.e. sell items/give hints);
- Intro story (unfinished CGs);
- Saving is a little buggy after the card unlocking mechanic, so it will have to wait too;
- New card effects. Right now it's all pure damage. The game desperately needs card effects.
Thanks for everyone who followed and added the game to the collection during the Barajam!