Hi everyone! Today I wanted to share what I've been working on since the first devlog! The biggest new feature I worked on recently is adding relics to the game!
In this update1
Full notes
Full Curling in the Dungeon update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions6 changes0 removals
Balance
Gameplay
UI and audio
Maps
addedHi everyone! Today I wanted to share what I've been working on since the first devlog!The biggest new feature I worked on recently is adding relics to the game! These are different than items that we normally can use during the fights. The relics have passive effects during and outside the combats, eg. receiving more coins, dealing more damage with ranged weapons and more crazier effects.
changedHi everyone! Today I wanted to share what I've been working on since the first devlog!With addition of relics I changed how you can receive the items and relics themselves. Now instead of additional rooms, you can get items after the normal fights and relics after the elite fights.
addedHi everyone! Today I wanted to share what I've been working on since the first devlog!I have also finished the works on game feel, where I added a lot of smaller effects that improve the feel of the game. Since the game is mostly dependent on static UI objects, every cool animation and a little movement adds to a nicer reception.
changedHi everyone! Today I wanted to share what I've been working on since the first devlog!A lot of other improvements were made too, that don't really make sense to be written in detail, like:
changedHi everyone! Today I wanted to share what I've been working on since the first devlog!randomization balance
changedHi everyone! Today I wanted to share what I've been working on since the first devlog!improved saving
Curling in the Dungeon changes
addedThe biggest new feature I worked on recently is adding relics to the game! These are different than items that we normally can use during the fights. The relics have passive effects during and outside the combats, eg. receiving more coins, dealing more damage with ranged weapons and more crazier effects.
changedWith addition of relics I changed how you can receive the items and relics themselves. Now instead of additional rooms, you can get items after the normal fights and relics after the elite fights.
addedI have also finished the works on game feel, where I added a lot of smaller effects that improve the feel of the game. Since the game is mostly dependent on static UI objects, every cool animation and a little movement adds to a nicer reception.
changedA lot of other improvements were made too, that don't really make sense to be written in detail, like:
changedrandomization balance
Hi everyone! Today I wanted to share what I've been working on since the first devlog!
The biggest new feature I worked on recently is adding relics to the game! These are different than items that we normally can use during the fights. The relics have passive effects during and outside the combats, eg. receiving more coins, dealing more damage with ranged weapons and more crazier effects.
With addition of relics I changed how you can receive the items and relics themselves. Now instead of additional rooms, you can get items after the normal fights and relics after the elite fights.
In elite fights you will encounter harder enemies, thus you can receive relics, which are more rare.
I have also finished the works on game feel, where I added a lot of smaller effects that improve the feel of the game. Since the game is mostly dependent on static UI objects, every cool animation and a little movement adds to a nicer reception.
A lot of other improvements were made too, that don't really make sense to be written in detail, like:
bug fixes
randomization balance
improved saving
enemy&map balance
status effects tooltip
cards tilt
simple tutorial
and more
If you desire more details, check out the previous Youtube devlog ❤