devlog week 5 - testing feedback
Following this week's survey, the feedback I got centered almost entirely around the game being unclear and confusing. I did 3 things to address this:
1. Instructions screen
I noticed that most people were ignoring the instructions in the game's description and getting confused, so this should be more obvious.
It's about time the game gets a main menu, and I added an instructions screen to go with it
Instructions screen, as yet lacking a background
2. Action clarity
Most people did not understand the intent system and how their actions interplayed with that, to combat this I made it so when an action is executed, it attaches a copy of its icon to the particles, so when an attack icon is used, it travels with the attack particles to the enemy it is attacking, and when a block action is used, it travels to the ally is it giving block.
3. More delays
I added more coroutines that delay actions, so now a card that does 4 things won't do all of them at once, it will do each one in sequence with a brief delay between each. This does introduce the ability to click fast to mis-order some things, but I think that's okay, players will very rarely run into it and it has minimal effect, call it a speedrunning feature!
Up next:
I've been thinking about the upgrade mechanism and how I want that to work.
I settled on giving the player 3 pieces of equipment, each piece of equipment has 4 cards associated with it and some unique stat boosts. On the upgrade screen, I'll generate one of each piece of equipment, giving the player 3 choices, or the option to skip all the equipment for a random stat boost to one of their existing equipments. Each piece of equipment will be slightly stronger than the player's currently equipped one, giving a fairly consistent increase in vertical power throughout the game, but giving the player the option to 'respec' by choosing a new piece of equipment with roughly the same amount of stats but a wildly different card-set or stat-distribution. This gives a high degree of horizontal upgrades that don't come at the cost of vertical upgrades.
Very WIP upgrade screen
Files
Sinister Reasons
Yet another roguelike deckbuilder
Status | In development |
Author | chlobes |
Genre | Card Game |
More posts
- DocumentationMay 26, 2023
- devlog week 6 - ui and polishMay 26, 2023
- Testing formMay 18, 2023
- devlog week 4 - visual effectsMay 14, 2023
- devlog week 3 - enemy actionsMay 07, 2023
- devlog week 2 - enemy interactionApr 30, 2023
- Devlog week 1 - very basic prototypeApr 23, 2023
- Concept LogApr 10, 2023
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