In this update1
Full notes
Full Self Recurse update
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Repeated intro
Hello folks,
What changed
- UI and audio
- Gameplay
Self Recurse changes
March was ultimately a month of an emphasis in marketing and a little bit of feature work, most of which was user experience related.
On the marketing front, I decided to scale this down. Marketing research is showing that festival involvement, having a demo, and just making a good game (shocker, I know) are the best ways to get your game in front of people. I was doing miniscule amounts of those in March and felt a pivot was needed. What I love most is making the game, not trying to sell it. The reasons above might paint me as biased, but they do align with what I ultimately wanted to do with Self Recurse - get the game in the hands of people and share what is hopefully considered art (even if that art is fun).
April will be a month of features with the goal of a demo release to a wider audience.
Tech updates
> Feature work
- screens have a fading transition
- decks, the exclusion pile, and discard piles all have a count visible
- various tooltip wording was altered to make the gameplay more understandable
- energy points were given a tooltip
- floating text now has different colors to aid in understanding actions in real time
- energize rate now shows on profession select
> Bug fixes
- recur would occasionally not show as a free card played and now it does
- (visual) spear holding enemies have improved animation and weapon placement
> Balancing
- Rip lost puncturing to reduce the number of act 1 unblockable attacks
- energy costs on many cards were reduced as it was too difficult to play them
Source
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