Update log
Full シールオブマジック update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Events
Development Update
After extensive trial and error, the core gameplay has finally taken shape. Although development has continued into the new year, the overall design is now stable. From here on, I plan to pick up the pace and focus on bringing the game to completion.
Shift to a Pure Auto-Battle System
While experimenting with various ideas, the game naturally evolved into an auto-battler. At the start of a run, players choose two allies (Spirits) and strengthen them using Seals obtained after each battle to progress through encounters. Originally, players were meant to place Seals every turn during combat. However, this felt slow-paced and led to repetitive actions rather than meaningful decision-making. Consequently, I’ve shifted player decisions to a pre-battle preparation phase, making the battles themselves fully automated.
Enemies Scale with Seals
In this game, enemies are enhanced by Seals just like the player’s team. As you advance through Waves, enemy stats increase, and their Seals become more powerful and higher-level.
Even the same enemy type will provide a different challenge depending on the Wave and its specific Seal configuration.
Leveling Up Through Seal Placement
I have introduced a leveling system based on Seal placement. Each Seal has an attribute; placing Seals of the same attribute adjacent to each other increases their level and boosts their effects.
This adds a layer of strategy where not only which Seals you choose matters, but also where you place them.
I am currently focusing on polishing these core systems. It will take a bit more time, but I want to deliver a version of the game that I can truly be satisfied with.
Source
