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Full Hunter's Hand update
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What changed
- UI and audio
- Balance
- Gameplay
- Store
- Maps
- Fixes
Hunter's Hand changes
Weekly Devlog – UI Improvements, New Mechanics & Major Fixes
Thanks everyone for the feedback over this past week! I've been frantically trying to improve the experience, and have squashed as many bugs as I can in the first week of the demo go-live. There's likely still more that I haven't even encountered yet in my testing, so please send me bug reports if you come across anything! (There's now a button in game in a few places, most accessible being the pause menu)
Anyway, this past week has been a productive one for Hunter’s Hand, with a mix of gameplay improvements, bug fixes, and balance adjustments. Here’s everything that’s new:
Changes & Improvements
Status UI now displays both stacks and duration simultaneously (when applicable).
Status icons now flash white on activation for clearer feedback.
Fury now spawns a card at the start of each turn that deals damage equal to its stacks.
Added a temporary animation for Oathwrought (Black deck).
Guardian portraits have been reintroduced.
Shock now expires at the end of the round instead of the start of the turn.
Added a reusable Lore Label component across all scenes.
The Shop now includes 1 random item at 50% off.
Added pop-up tutorial menus for the map and battle scenes with short instructions.
Implemented a tutorial overlay system with expandable panels for future scenes.
Reintroduced card hover rotation for both player and enemy cards, based on mouse position (with previous issues now resolved).
Bug Fixes
Fixed end-of-round statuses (Poison, Regen, etc.) not triggering properly.
Fixed Poison ticking twice.
Resolved editor issues by disabling tool scripts and updating [c]card.gd[/c].
Fixed infinite recursion caused by the enemy scene loading [c]card.gd[/c].
Corrected logic for cards that check enemy cards and status effects.
Shop sale item now displays correctly.
Fixed broken card tooltips and improved enemy card update frequency.
Balance Changes
Increased Guardian & Ancient HP to make them more durable based on playtesting.
I’m really excited about these updates and how they improve the overall experience. If you get a chance to try them out, I’d love to hear your feedback!
👉 Check out the game on Steam and wishlist if you haven't already!:
What’s Next?
More polish, deeper balance tuning, and continued expansion of core systems are on the way.
Stay tuned!
Dan
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