Happy February! See below for details on what was accomplished in January. Post-battle run summaries After the player completes a run (whether they’ve been vanquished or they have defeated the god of the realm) they wil
Full notes
Full No Gods of Men update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes5 additions1 change0 removals
Performance
UI and audio
Gameplay
Balance
addedAfter the player completes a run (whether they’ve been vanquished or they have defeated the god of the realm) they will be presented with a summary of their performance. I am planning to add a post-run reward system to this as well – if the player accomplishes certain things (enough kills, achieves a certain level, survives for a specific time) they will have a chance of winning a permanent reward…but that is still a work in progress!
addedI’ve added more UI to the Citadel. The player can now click on any room in their citadel and the flyout will display important information about that room or category of rooms. For instance, it may display how many gardens are currently in the citadel and how many disciples are working in those gardens alongside the vacant slots.
addedThe player can now delete rooms at no cost to them, 100% refund. Once I get to balancing the game, this 100% refund may change depending on whether it feels too inconsequential.
changedPlayer damage
addedI’ve added a new animation for player damage. A big piece of feedback in the last playtest was that it was not clear the player was taking damage when hit by an enemy. The screen turns red briefly and a red damage number flies out, but beyond that it is difficult to discern for the player when the screen is filled with frenetic chaos.
addedThe player can now be poisoned! Watch out!
No Gods of Men changes
addedAfter the player completes a run (whether they’ve been vanquished or they have defeated the god of the realm) they will be presented with a summary of their performance. I am planning to add a post-run reward system to this as well – if the player accomplishes certain things (enough kills, achieves a certain level, survives for a specific time) they will have a chance of winning a permanent reward…but that is still a work in progress!
addedI’ve added more UI to the Citadel. The player can now click on any room in their citadel and the flyout will display important information about that room or category of rooms. For instance, it may display how many gardens are currently in the citadel and how many disciples are working in those gardens alongside the vacant slots.
addedThe player can now delete rooms at no cost to them, 100% refund. Once I get to balancing the game, this 100% refund may change depending on whether it feels too inconsequential.
changedPlayer damage
addedI’ve added a new animation for player damage. A big piece of feedback in the last playtest was that it was not clear the player was taking damage when hit by an enemy. The screen turns red briefly and a red damage number flies out, but beyond that it is difficult to discern for the player when the screen is filled with frenetic chaos.
Happy February! See below for details on what was accomplished in January.
Post-battle run summaries
After the player completes a run (whether they’ve been vanquished or they have defeated the god of the realm) they will be presented with a summary of their performance. I am planning to add a post-run reward system to this as well – if the player accomplishes certain things (enough kills, achieves a certain level, survives for a specific time) they will have a chance of winning a permanent reward…but that is still a work in progress!
Steam post image Room metadata flyouts
I’ve added more UI to the Citadel. The player can now click on any room in their citadel and the flyout will display important information about that room or category of rooms. For instance, it may display how many gardens are currently in the citadel and how many disciples are working in those gardens alongside the vacant slots.
Deleting rooms
The player can now delete rooms at no cost to them, 100% refund. Once I get to balancing the game, this 100% refund may change depending on whether it feels too inconsequential.
Player damage
I’ve added a new animation for player damage. A big piece of feedback in the last playtest was that it was not clear the player was taking damage when hit by an enemy. The screen turns red briefly and a red damage number flies out, but beyond that it is difficult to discern for the player when the screen is filled with frenetic chaos.
Player poisoned
The player can now be poisoned! Watch out!
Anti-aliasing on text
Text on smaller displays has been an issue in the last playtest. I’ve tried smoothing this out via anti-aliasing but this is not a 100% fix, it is merely an enhancement. I will need to devote more time later to supporting smaller displays in the future.