In this update5
Full notes
Full Self Recurse update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Events
- UI and audio
- Fixes
Self Recurse changes
Evening folks,
April was a milestone month - the demo was released and is available for everyone to play.
There is a Discord link on the start screen that I'll be fielding feedback with and I'm really excited to hear from all of you.
I've also entered the Steam Deckbuilder's Fest. It starts next Monday and I'm excited to have Self Recurse presented alongside the greats.
You might've noticed some of the art assets have changed. Those have been in anticipation for the festival with the intent to make the art more readable.
> What's next?
I've determined that I need a more robust prioritization list for handling feedback.
save corruption > game breaking > game disrupting > visual bug > balance
feature requests are balanced into all of this and have their own priorities of: increases adoption > increases engagement > nice-to-have
all of the above are balanced by effort needing to add/fix.
if a feature would make me get $1000 more in sales but would take months to implement and I could do 25 increases engagement tickets, I would choose to increase
Below is a list of the changes you can expect in the Deckbuilder's Fest Demo version. I hope you enjoy the changes. Many were focused on a better illustration of the board state.
As always, thank you for your support! This is another step in a dream coming true.
Tech updates
> Feature work
the tutorial screen will now loop so the game doesn't need to be restarted to rewatch it
created defeat screen for next iteration of player death UX
added lock-out mechanic on random events to aid in understanding which event options are available to the player based on their dice inventory
tooltip housing UI is a lot cleaner and consistent in sizing
visual settings auto-detect to a lower setting preventing optimistic default settings
> Bug fixes
fixed firstAtk so that it only gets used on attacks
fixed statuses destroying the player during upkeep causing undesired behavior
fixed enemies occasionally getting the first turn (it is always the player now)
removed 0/none options in the random events to prevent confusion in selecting options that don't benefit the player
> Balancing
removed punturing from Rip and increased its damage to make the player feel more in control of early battles
removed currency bump feature as it was confusing to players at reward select
increased all currency earned by enemies.
Source
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