Nearing Feature Completion!


CURRENT BUILD:

  I'm working on the final content-addition update, which is to have Characters have locked-in skills so they have some kind of identity through the entire run.  These skills will level up differently than other skills, not upgraded at Forges, but as either a reward for beating Elites/going to Shrines/ ???.  These skills will upgrade randomly as well, so you can kind of pick which upgrades you like best based on your current build.

  In trying to push this update, I had to do what I REALLY, REALLY hope is the final update to the structure of skill effects.  That means I had to update all ~500 skills with the new structure, so I'm sure many skills have minor-major bugs with their targeting.  Reporting any of these will be very helpful in tracking them all down, though I've gotten quite a few already.

After that: letting you see your skills at any point,  saving and loading, a better Run Summary at run end, start-run bonuses, updating LevelUp screen, and updating elite and boss rewards is it.  Then it's a Tutorial and a better Character Select screen, and I think that locks up every change I want to make before I have a "complete, fun, feature complete" game.  Then it's art/sound and release!


Haven't actually posted in a year.  Random major updates from the last 365 days:

Bunch of UI improvements, and feedback when you do things in combat, as well as helping the player understand what happens and why.

Two entire sets of skills made from scratch.  The first was more a proof of concept, the second one (that's what you see now) were made with balance heavily at the front of their creation.

Enemies, gold, and costs updated to handle the above.  Enemies reworked, less skills that randomly activate, more skills that reward the player playing well.  Enemies are "smarter" now, and have logic on how they like to play.

Files

Cribbage-2023-01-30.zip Play in browser
Jan 30, 2023

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