[img]https://clan.cloudflare.steamstatic.com/images//45022620/666e20ae90b97b65a8b4730a6f9558426431b9f9.png[/img] With the early access coming soon (in 2 weeks), I am thinking about the last features I can add before release. [h3]1) New Monsters In Main Quest II/III:[/h3] Adding new monsters in quest II and III. 10 new in each. Maybe add new bosses too if enough time. [h3]2) Score System:[/h3] One common thing you find in roguelike games is a final screen with a lot of numbers when you finish a run, I need to add that instead of the demo end message. [h3]3) Credits: [/h3]Even if I am a solo developer, I did buy some assets on the Unity store so the names will be linked there. This can also help in case someone is thinking I am using AI art lol. [h3]4) Monster Duplicate: [/h3]In the recent patches, it became possible to meet the same monster multiple times in battles. What's lacking is a sort of a "fusion" mechanic that allows you to fuse the second copy with the first one instead of adding it. For example, instead of having Ice Crab x2, you sacrifice the new one to level up the first one, so your existing Ice Crab gets a level + 1. [h3]5) Achievements: [/h3]Needless to say, there has to be some achievements at launch. I am not 100% sure they will all be available at the start but I will try to add enough at the beginning and complete the rest later if needed. [h3]6) God Mode Levels: [/h3]This one is a bit tricky. Right now the game isn't difficult, this way, anyone can finish a run. I think it's better to do it this way to make the game more accessible. However, this is still a roguelike so it has to be hard. This is where the "God Mode" comes in. Now, I can make it similar to other deckbuilders where each run unlocks the next level. So if you win at God Mode level 0, you unlock level 1. Level 1 unlocks level 2, etc... This might be a bit messy though if some of the difficulties have to change the order. For example level 2 is "limit skills to 15 slots" but it becomes the new level 5 because it's too difficult at the beginning. We will see how it goes. [h3]7) No metaprogression, only content: [/h3]The game doesn't have meta progression. This means that winning new runs only unlocks content, it doesn't make you stronger. So you can unlock new monsters, new skills, etc...Due to the amount of content currently available, I am not sure yet if I should lock of the current content, or wait until early access to add new content that will be locked by default. [h3]8) Beastiary: [/h3]If you didn't notice already, I spent tons of time on tooltips, with a lot of text everywhere to make sure you don't need to Google anything (or at least keep it to a minimum). I am planning to add a sort of a Pokedex for the monsters so that you can see their moves and some extra info. However, this would make it too easy and wouldn't contribute to the progression. So I will do something like "FIght this monster 10 times to unlock his info/data". This is all I can think of right now. If things go well, I should be able to implement most of this before release. Let me know if you have other ideas. I may not be able to implement it right now but it'll be added to my backlog :D See you on Discord, NourSaiFR