In this update3
Full notes
Full Duoshift update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Performance
- Gameplay
- Balance
- Events
Duoshift changes
Changelogs:
Integrated a significant batch of new music track additions and UI SFX across game screens.
Re-balanced all game levels to smooth out difficulty curves and enhance overall playability.
Added an "Entity Select to Focus" feature with a dedicated context control display, and attached UI hover sounds to cells and entity selections.
Implemented an FPS-independent lerp system to resolve visual glitches with Duoshifter indicators and card movement.
Fixed an issue where enemy units could spawn on top of already occupied tiles or cells.
Upgraded project pipeline capabilities with a functional Android export build achieved by excluding FMOD, alongside improved export presets.
Polished game visuals by adding a Reward Card Upgrade transition animation, updating the status bar icons, and enhancing gameplay attack/damage animations.
Replaced Shlooter's idle single-tile attack state with an alert attack variant.
Added a new update notifier system and fully integrated the backend Season Data Nodes.
Fixed a handful of gameplay-breaking bugs, an AP Gain/Loss preview glitch, a card hover tint bug, specific card issues for "Burst" and "Ultimate Shot"
Adjusted the Shift button to change visually when unusable.
Developer Notes:
Slightly overwhelmed by the bugs found in playtest, my focus was to get rid of them and overall improve the playability of the game. This week has been slow as I was mostly involved with bug fixing and code refactoring alongside the audio work.
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Source
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