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)