Basic Animations + New Tension and Counter Action System
Hey everyone! A few quick updates on what we’ve been working on these last few months. Development’s still relatively a one-person job (alongside being a full-time dad!
In this update2
Full notes
Full Drawn To Power update
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Repeated intro
Hey everyone!
What changed
0 fixes4 additions1 change0 removals
Gameplay
addedA few quick updates on what we’ve been working on these last few months. Development’s still relatively a one-person job (alongside being a full-time dad!), so progress isn’t lightning fast, but I’m excited to share what’s new...
added✨ New Enemy AnimationsInstead of static sprites, we now have very basic: idle, attack, hit, defend, and buff animations. Each setup with their own bones and movements. The spider was a lot of fun to create. I do want to improve on this system, but this is a start for now.
added⚡ The Tension SystemWe’ve also added a tension system: enemies now build tension based on specific playstyle triggers. When tension peaks, an enemy can break the flow with a counter action.
changed⚡ The Tension SystemThese triggers are loosely connected to the three main archetype cards and won’t always activate. Still, enemies will now adapt to your strategy, adding consequences if you lean too heavily into turtling or going all-in on raw power.
added⚡ The Tension SystemI really appreciate your interest and patience as the game continues to grow. I’ll be back with more updates soon as new features and content take shape. Stay tuned!
Drawn To Power changes
addedA few quick updates on what we’ve been working on these last few months. Development’s still relatively a one-person job (alongside being a full-time dad!), so progress isn’t lightning fast, but I’m excited to share what’s new...
addedInstead of static sprites, we now have very basic: idle, attack, hit, defend, and buff animations. Each setup with their own bones and movements. The spider was a lot of fun to create. I do want to improve on this system, but this is a start for now.
addedWe’ve also added a tension system: enemies now build tension based on specific playstyle triggers. When tension peaks, an enemy can break the flow with a counter action.
changedThese triggers are loosely connected to the three main archetype cards and won’t always activate. Still, enemies will now adapt to your strategy, adding consequences if you lean too heavily into turtling or going all-in on raw power.
addedI really appreciate your interest and patience as the game continues to grow. I’ll be back with more updates soon as new features and content take shape. Stay tuned!
A few quick updates on what we’ve been working on these last few months. Development’s still relatively a one-person job (alongside being a full-time dad!), so progress isn’t lightning fast, but I’m excited to share what’s new...
✨ New Enemy Animations
Instead of static sprites, we now have very basic: idle, attack, hit, defend, and buff animations. Each setup with their own bones and movements. The spider was a lot of fun to create. I do want to improve on this system, but this is a start for now.
⚡ The Tension System
We’ve also added a tension system: enemies now build tension based on specific playstyle triggers. When tension peaks, an enemy can break the flow with a counter action.
In the example below, the enemy discards a random card from the player’s hand as its counter. You’ll notice the enemy’s tension rising just before this, in response to the previous card being played.
These triggers are loosely connected to the three main archetype cards and won’t always activate. Still, enemies will now adapt to your strategy, adding consequences if you lean too heavily into turtling or going all-in on raw power.
That’s all for this round!
I really appreciate your interest and patience as the game continues to grow. I’ll be back with more updates soon as new features and content take shape. Stay tuned!