In this update3
Full notes
Full Duoshift update
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What changed
- UI and audio
- Balance
- Gameplay
- Performance
- Store
- Fixes
Duoshift changes
Changelogs:
Expanded the game's audio design integrating numerous sound effects (including Card UI specific sounds), dropping old music tracks, and reducing default volume baselines.
Expanded card mechanics by introducing 3 unique Trash Cards and a mechanic where Duoshifters receive a Clutter card in their draw set upon taking damage.
Executed a major Custom Actions and Shield Rework, alongside behavioral improvements for enemy units.
Refined win conditions so victory is achieved once all combat enemy units are eliminated, even if supportive units remain active on the field.
Added procedural flavor by generating random enemy dialogue at the start of each level.
Upgraded the hand overlay UI with a dynamic cards background with a distinctive active Duoshifter color tint.
Improved directional range display rendering additional selectable tiles (e.g., Burst now displays 3 selectable tiles per direction for its 3 range).
Added dynamic deck buttons into the Shop and Reward scenes to select cards or upgrades that are compatible with both Duoshifters.
Improved multiple scenes and UI including the Duoshifter Selection Scene, Discard/Draw Set preview visuals, context selection menus, tile overlays, cripple/disable previews, and the Entity Focus system.
Fixed a gameplay bug in which a Duoshifter gets the the starting deck cards of the other Duoshifter.
Fixed a gameplay bug where tiles with an active entity occasionally blocked player selection input.
Fixed some crashes and bugs, including a crash during enemy kills and an oversight where shop/reward choices do not update Duoshifter decks.
Fixed some visual bugs issues related to flipped preview entities, inverted enemy unit spawns, and wall offset getting damaged.
Fixed a visual bug where inactive cards in the hand set are rendered on top of the active ones.
Developer Notes:
A lot of love given to audio, UI and bugs. This was a very productive week for the development. I have also discovered some bugs related to game saving/loading and collection scene. But I won't fix them for now and have noted them down ofc. I should fix them though. It is just that I feel so fatigued of not adding new stuff. I should try alternating it: bugs week, features week, bugs week... So, in the next week, I will start adding some new cards and relics. Alongside that, I will also work on improving animations as well as unit statuses.
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Source
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