Home Artists Posts Import Register

Content

Download LINK.

There are 2 main features in this build: the first is a total revamp of the dungeon exploration system, and the second is the beginning of the progression system and customization of each character's deck.

For the dungeon exploration system upgrade, I decided to completely ditch the old click-on-room and wait for yellow square system and replaces it with a real-time exploration with segmented rooms. Basically, each dungeon is made of rooms, and you click on the yellow door-arrow object to move around the rooms. It is a little abstract at the moment, as I don't have much time to work on it, but the new minimap on the bottom right should help a lot to orient yourself.

The second is the starting of the progression system. I decided to start with slay-the-spire-ish deck building system to test things out, although I would like to transition into a item drop system (that you can permanently acquire, and not reset per run like STS) in the future. 

This build will also feature 2 new girls with their new decks, which are meant as the precursor of the starter decks in the actual game. You are limited to these 2 girls in the build to help to get a better sense of balancing and such. In my own playtesting, I was able to get to floor 3 pretty consistently, managing to reach it in all of my non-aborted runs. You might be able to beat floor 3 with some luck, but I would think beating floor 4 is improbable. Anyways, give it a try and let me know what you think!

Changelog

  • added new dungeon exploration system
  • added new adding-card-to-deck feature (deck resets on each run atm)
  • added a new dungeon to test the new dungeon exploration system, along with 2 new girls with their starter decks. It is expected that you'll expand their deck by picking up the AddCard bonuses found during dungeon runs
  • added experimental feature that enemy with split cards now will now draw 2 cards per turn and attempt to use both halves, although this does mean the preview wouldn't be accurate
  • added the automatic camera track toggle if you wish to control the camera manually
  • added deck view button to see what cards are left remaining in deck and what is used
  • enemy threat range is now in a darker red to help differentiate it from auto targeting arc
  • added new Evasion status effect: it causes the next hostile attack to miss
  • added and tweaked a couple of cards
  • fixed bug that cause camera getting stuck and unable to be disengaged with middle mouse button
  • fixed the enemy move + threat range grid not showing when auto card selection is enabled
  • fixed abilities that stuns the user not ending the turn after
  • fixed enemy units turning their head towards the camera
  • fixed bug that cause used cards to be redrawn every turn instead of at when deck is empty
  • fixed auto card target selection will sometimes miss a target for multi-targeted attacks
  • fixed cards get squished to the left after grab selection
  • fixed a rare instance where cards disappear and game soft locks
  • fixed bug that cause garbage cards to appear in your hand if Back is pressed during target selection
  • fixed various bug introduced by the new dungeon exploration system, big thanks for the Discord testers!


Files

Comments

Anonymous

I'm having texture issues with the game and colors, just black screen with grey boxes. Did anyone ever solve this issue?