They have been removed in favor of extra passive shard gain to allow players to focus on their current run.
Nei
Creator of
Recent community posts
Balance between characters isn't perfect yet, it's an iterative process, but I am trying to make sure every character at least feels right against the current content. I am quite confident about Amber's power level, and she currently acts as the benchmark across the cast. She can get quite technical despite her apparent simplicity. I am aware Maze Power 2 can be rough, though, and will continue testing to make sure every character feels powerful in their own way and gets a fair chance.
You get a random card after each fight. Card choices are now an optional fight reward you can route for, just like healing or gold (in such cases you get both a random card and a card choice). It increases randomness a bit at the beginning but you just collect more cards overall so you can cycle out basics faster and select which cards to keep. If you want more agency you can still route for card choices and shops.
Thanks a lot for your comments! Quick reply regarding some of your points:
- I do intend to make an offline version of the game. Recent changes made it easier, but I'm probably gonna add some delay before publishing offline versions as the current system also doubles as anti-piracy protection. I of course want the game to remain accessible, and not have paid content if it's not being actively developped. Offline version just happened to poll as low priority when I asked for it on Patreon.
- Pearl's hair is a known issue. I'm currently reworking it alongside other inconsistencies as models have gotten better.
- Balance is still being worked on, especially higher levels, but it is of course based on meta-progression.
- I spent a lot of time trying to make the deck management feel good, and I feel like I've hit a sweetspot, except maybe for the sudden deck size increase each floor. Keeping your hand at end of turn can result in dead draws if you aren't prepared and card pools as well as game mechanics need to be tightfully balanced around it in order to limit frustration. Pearl is the hardest character to play at the moment, although I would think a StS enthusiast wouldn't have too much trouble with her.
I wish, but this is not going to happen.
Card games have tons of images. Hiring artists to work on the project would reallistically run over $100.000, which is not realistic for me to spend.
Image generation is the only reason I can make the game at all. I'm trying to better myself to give it the polish it needs. I completely understand if this isn't your jam, but an indie doesn't have the same constraints as a major company.
You can see card arts in the gallery. When zooming on one, you should have the option to select other ranks for that card (the button is hard to see rn). Also I want to work more on making the growth aspect feel good. The growth sequences were dropped when the level system changed to be more gradual, and I focused my work on adding more content and gameplay elements, but this is now a priority (although it'll not necessarily come in the same shape as legacy growth sequences exactly)
They'll be released to the public starting in November after more content has been added for supporters.
The reason there isn't much new public content right now is because of a hiatus a couple months ago and I made the whole game public because I don't want content to stay gated for too long. But the usual cycle is that new content is supporter first and becomes public a couple months after that. There will also be gameplay updates, which will release for everyone from the get-go.
In a couple months. The other girls are going to get their early-access growth arcs as well. Then I want to make updates to add sexy and fetish content, including in the public version (those are general updates public from the start). After that I'm going to add more content, and the previous early-access content is going to become public.
I'm gonna try to add that when I have time. The first 2 should be fine. I've been looking into better image management and implemented some things already but it's a bit tricky to do, I'm gonna look into it if I have time. I should also provide an offline version for the public version of the game at some point.
All the changes listed under "Update 3" are for the patreon version, while the public version is still the previous one.
Usually, both are on a single build, with some character or growth stages locked for supporters, as I don't like to lock out gameplay changes and quality of life features, but update 3 was purely a gameplay update.
