Build v0.07 is ready to play
Author: Fuzz Force,
published 1 year ago,
I should start doing update notes for those of you wondering why your demo is updating and here is why!
The game should be a bit more like a real game at this point as there's some art in, and I'm getting in background systems for the rest of the game. For now, have a look at what's new.
-fixed cards with an element + neutral enemy cost being able to be used without the neutral energy
-All Critters have 2 more Power. This is to stop higher defence Critters becoming complete walls.
-Start runs with 2 of each element Dual energy card in your binder
-Enemy Critters now have a 'deck' so all their skills will be used before using them again
-Enemy Critters will now swap positions to keep you on your toes
-retreat button moved outta the way
-There's a nice environment map to look at now
-The dungeon is now populated with generic job NPCs who have an element they focus on.
-When swapping, NPCs will now have a few Critters+Skills locked to their 'element'. The other cards will be random
-Losing a fight means the enemy gets your equipped critter cards and you lose a life. You'll get 2 lives. If you win the fight you can swap for the cards back.
-Description Text has been written for all critters and skill cards so they should be easier to understand
-Critters will now display a particle effect related to the element that attacked them
-Fixed up some instances of Critters targeting the wrong Critters with their skills
-Wild Critter battles no longer say you get money for winning them
-Wild Critter battles always award the critter itself, then you choose 1 of their skills
-The cards in the world now get shadows cast on them, as a result their colours are a bit washed out. This is something I'll be working on.
-Yes I know the gardener's hat blocks the top enemy's skill cards but you can hover the card to see what it does anyway
-Some cards and critters have been tweaked (very vague I know. I know Zappen was nerfed. Dodge is OP)