In this update4
Full notes
Full Duoshift update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Gameplay
- UI and audio
- Balance
- Performance
Duoshift changes
We are on our way to the first pre-demo playtest. The development is going really well. From now onwards, I will share the updates here as well.
Here are the changelogs and developer notes to get an insight on what's going on with Duoshift.
Duoshift v0.16.20 (Pre-Alpha)
Changelogs:
Implemented Season Data integration into Level Selection, allowing levels to dynamically display based on the current season tier and chapter difficulty.
Added fresh content consisting of 7 new Enemy Units and 2 new Relics, alongside structural data design improvements for Cards and Duoshifters.
Overhauled the Experience Gaining Mechanic, implementing explicit XP gains on AP Use, Enemy Kills, Level Wins, and Shifting.
Upgraded the UI combat indicators by replacing the old HP labels with a comprehensive Unit Status Bar featuring custom icons for Damage, Health, Shield, and Stun.
Polished combat visuals and pacing by adding generic unit attack and damage animations (including a muzzle flash WIP), a shield visual preview effect, and streamlined Level Start and Turn Banner sequences.
Added faction emblem logos for Humanity and Mutant, alongside the talk heads.
Expanded player-facing information with an objective display on the Level Selection scene, card action hover contexts, card set previews for drawing/discarding, and an updated Quick Guide/Help Screen.
Enhanced core scenes with an improved Shop Scene (featuring a Remove Card button), an improved Deck Scene with a custom title/context layout, a new Studio/Credits Scene, and a dedicated Live Game Debug Panel for testing.
Introduced functional quality-of-life additions including a Feedback Form, Wishlist Buttons on the Start screen, and a Skip button for optional card selection targets.
Brought visual improvements via a Scale Wave Text Effect, an upgraded Grid Entity Shader, a nighttime variant for the wall scene background, and the addition of Godot and FMOD logos to the boot splash.
Resolved multiple bugs including a graphics settings failure, card hover context issues, card set tracking problems, a typo, and various season-related glitches.
Initialized technical setup for Android Export pipelines.
Developer Notes:
The game is taking great shape, and I am really satisfied with the progress especially for this week where I prepared really hard for the first playtests. While there are still a ton of bugs and so many things still not working, I can see the potential in the game.
Making levels for the game was much harder than I thought. Even with the level editor, I was having a hard time with it. I have 'barely' made the new ones and they are probably much harder in difficulty. So, I have to revisit them and make them easier.
Please join the early playtests on the Duoshift Discord and help me improve my game. Thank you so much!
Join Duoshift Discord
Source
Changelog.gg summarizes and formats this update. How we read updates.
