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Full notes
Full Crit Happens! update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Store
- Events
- Server
Crit Happens! changes
The demo for Crit Happens! is live once again! After taking down the demo to work on a combat overhaul, I'm finally ready to make the demo public again. I've spent a long time re-working systems, fleshing out the game's mechanics, and polishing what I could following player feedback. A lot has changed since the last time the demo was up, so I'm hoping for a lot of new feedback!
Updates
Combat system overhauled.
Trinkets have been removed from the game entirely.
Tools are a new item type that has been added to the game.
Tools bring a new deck-building element to the game.
The attack button has been removed...
Tools act as your attack method, determining which enemies are targeted as well as how your attack generally behaves.
Tools are drawn like cards at the start of combat, and are played in order to attack.
Each class has a series of "starting" tools, and more tools can be added via events or the shop.
Certain tools can become stronger based on the dice you roll.
Multipliers have been reworked.
There are now a series of potential roll combinations that can result in activating multipliers. Doubles, two of a kind, triples, quadruples, full-house, etc.
Status effects have been overhauled.
The number of dice of a certain type rolled now affect the amount of that status inflicted.
There is no longer a limit to how much of a specific status can be inflicted on an enemy.
Certain status types now scale with the amount inflicted (the damage dealt by burn is equal to the amount of burn inflicted, the bonus damage dealt by bleed is now equal to the amount inflicted, etc).
Dice types are now class exclusive.
Some relics are now class exclusive.
Some relics have been removed.
Some relics have been updated.
Some new relics have been added.
Relics are now displayed along the left-hand side of the screen instead of within the backpack.
The music during basic battles has been changed.
Endless mode has been temporarily removed.
Each class now starts with a different amount of gold.
The shop can no longer be accessed from the map screen.
Instead, the player is given the option to purchase items at the end of each battle.
Battle rewards have been changed.
You are no longer made to choose between battle rewards, and instead are given gold, and the choice of a random tool. Elite battles, and Boss battles also award a random relic.
Certain information related to dice types, and tools are now displayed via modals when hovering over said items, or highlighting with a controller.
The setup scene before beginning a run has been overhauled.
Mimic battles have been temporarily removed.
The Orc Mechanic boss fight has been temporarily removed.
Boss behaviors have been tweaked.
Bosses can no longer summon enemies when at least 2 other enemies are alive.
Bosses now cleanse their status conditions when entering phase 2.
As always, feedback is always appreciated. If you would like to take part in discussions related to the demo then please feel free to join Studio Alone's Discord Server!
Source
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