Posted December 10, 2023 by Genryuu111
This update took me way more than I expected.
After probing around, I figured out that being stubborn about purposely excluding enemies intents from my game was going to do harm rather than make my game "better".
I think I was losing many potential players just because "the game has no intents so I won't even bother understanding all its other mechanics".
So, I decided to implement my version of the enemies intents, adapting it to my game, in a way that it would make the game appeal to people who want them, without ruining the balance and the aspects I want my game to have.
And honestly, I'm happy with the result. It gave the game a slight upgrade in the tactical aspect, and it also now feels even more dynamic, coupled with the Countdown system.
Here's an overview of how it works:
Enemies will now show intents ONLY when at 1 Countdown (which means that you won't see it if you end turn when the enemy is at 2 Countdown). The Intent icon will appear instead of the Countdown one, and they will switch back once the enemy has performed its action.
Intents will tell you the type/types of action, and how many actions the enemy is going to perform. Intents won't tell you an exact number for attacks.
Possible intents are:
Together with this new system, I decided re balance many aspect of the game, partially to adapt it to the new changes, partially because I think some cards, especially when found in an early, would make a run way too easy.
Cards
Reworked cards drops balance, now some cards cannot be found before a set level (for this update, I set this limit for non item healing cards and for cards that raise enemies' Countdown Value.
Enemies
Others
Please let me know if you have any feedback about this update!
It is very possible that I introduced some new bugs, I'll be testing for a few days to minimize issues.