What changed
0 fixes3 additions3 changes0 removals
- Gameplay
- UI and audio
- Events
changedGreetings, brave knights.Finally, a devlog after this hectic month. May was huge for us. WE FINALLY RELEASED OUR DEMO , something both we and many of you had been waiting for. Most importantly, we received a ton of feedback from everyone who played the demo, and we've been carefully going through it all. Based on that we're currently working on several improvements to make the overall experience better.
changedMore Audio FeedbackOne of our current focuses is sound design. We're adding audio feedback to many actions and interactions that previously had none, making the game feel more responsive.
changedFaster/Smoother GameplayA common feedback was that players sometimes had to wait for the game to resolve events before they could act again. To address this, we're speeding up animations, allowing more animations to play simultaneously.
addedPush System ReworkWe're also reworking the push system. Pushed units can now collide with and push other units, creating chain reactions and opening up new tactical possibilities. We're already having a lot of fun experimenting with the new interactions this creates.
addedCard System ExperimentsThis is the biggest change we're currently exploring, but it's also the one we're least certain about. While the current card-play system creates interesting decisions, many new players find it difficult to understand, and some feel it's too punishing. We're experimenting with an alternative approach where any card can be played at any time and playing multiple cards of the same color in a row builds a chain and rewards planning ahead. We're still in the prototyping phase but we're excited about its potential and will keep you updated as development continues.
addedCard System ExperimentsWe also have a brand-new trailer to share with you. https://www.youtube.com/watch?v=971PJ72YRwg
The Vow: Vampire's Curse changes
changedFinally, a devlog after this hectic month. May was huge for us. WE FINALLY RELEASED OUR DEMO , something both we and many of you had been waiting for. Most importantly, we received a ton of feedback from everyone who played the demo, and we've been carefully going through it all. Based on that we're currently working on several improvements to make the overall experience better.
changedOne of our current focuses is sound design. We're adding audio feedback to many actions and interactions that previously had none, making the game feel more responsive.
changedA common feedback was that players sometimes had to wait for the game to resolve events before they could act again. To address this, we're speeding up animations, allowing more animations to play simultaneously.
addedWe're also reworking the push system. Pushed units can now collide with and push other units, creating chain reactions and opening up new tactical possibilities. We're already having a lot of fun experimenting with the new interactions this creates.
addedThis is the biggest change we're currently exploring, but it's also the one we're least certain about. While the current card-play system creates interesting decisions, many new players find it difficult to understand, and some feel it's too punishing. We're experimenting with an alternative approach where any card can be played at any time and playing multiple cards of the same color in a row builds a chain and rewards planning ahead. We're still in the prototyping phase but we're excited about its potential and will keep you updated as development continues.
Greetings, brave knights.
Finally, a devlog after this hectic month. May was huge for us. WE FINALLY RELEASED OUR DEMO, something both we and many of you had been waiting for. Most importantly, we received a ton of feedback from everyone who played the demo, and we've been carefully going through it all. Based on that we're currently working on several improvements to make the overall experience better.
More Audio Feedback
One of our current focuses is sound design. We're adding audio feedback to many actions and interactions that previously had none, making the game feel more responsive.
Faster/Smoother Gameplay
A common feedback was that players sometimes had to wait for the game to resolve events before they could act again. To address this, we're speeding up animations, allowing more animations to play simultaneously.
Push System Rework
We're also reworking the push system. Pushed units can now collide with and push other units, creating chain reactions and opening up new tactical possibilities. We're already having a lot of fun experimenting with the new interactions this creates.
Card System Experiments
This is the biggest change we're currently exploring, but it's also the one we're least certain about. While the current card-play system creates interesting decisions, many new players find it difficult to understand, and some feel it's too punishing. We're experimenting with an alternative approach where any card can be played at any time and playing multiple cards of the same color in a row builds a chain and rewards planning ahead. We're still in the prototyping phase but we're excited about its potential and will keep you updated as development continues.
And One More Thing...
We also have a brand-new trailer to share with you. https://www.youtube.com/watch?v=971PJ72YRwg
Thank you again to everyone who played the demo, left feedback, reported bugs, or simply followed our journey. Your support helps us make The Vow: Vampire's Curse better every day.
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