V0.0.4


Hi, long time no see, huh?

The bad news is: I had to take a break from developing and sort out some pesky life stuff.

The good news is: BATTLE GLYPHS IS BACK, BABY!

  • New Glyphs! 
  • New Relics! 
  • New Monsters! Music! 
  • And more!

I could write it all in a list but where would the fun be in that? You should go play it and find out for yourself.

What I would like to do though is talk about a few choice new additions and changes, and then maybe a little bit about the future of the game. So without further ado, let me introduce one of my favourite new toys, the Web token!

WEB

Web Glyph

Enemies have had the Web for a while now. It adds Red Web glyphs to your pouch until the end of the battle. These gum up your deck, and if you do cast one, they'll reduce the amount of damage you do by -2.

When the player uses the web, it functions slightly differently, instead, the first (non red) glyph the enemy would use will be replaced with a Red Web. This adds a new dimension to your battles in the form of disruption, something I felt was much needed! You can use this newly found power to stop enemies from using strong individual glyphs or to disrupt their combos.


Pretty powerful stuff! I've also heard rumours of Webs apparently transforming into other, yet undocumented glyphs, but I wouldn't know anything about that...

STICKY STATUS

Sticky Status

Sticky is a new status. It reduces the damage of your attacks by the amount of sticky you have. Then, it decays by 1 at the end of the turn. There are a couple of ways to use this new weakening ability, and some old friends have been retooled to use it against you. It's kinda over-tuned right now, so try it out soon before the inevitable nerf.

TROLL

Smelly and territorial, trolls have recently been spotted at the tower and are ignoring polite requests to leave. They boast hugely powerful attacks, but enter battle very sticky. If you can deal with them quickly, they shouldn't pose much of a threat. Let them linger, however, and expect a whole lotta pain.

ELITES

In previous versions, the boss had a chance to appear early, and would eventually swarm you until you had no choice but to fight it and either progress to the next floor, or die trying. While this was fun in the way it had you feel hunted as if by some slasher villain, there was no benefit to fighting the boss early. These early boss appearances have been replaced with Elites. Elites are like mini-bosses, and while fighting them is tough, defeating them will allow you to pick a relic.

ASCENSION

Ascension Menu

Ascension now has 7 levels, each one provides you with a small blessing and a bigger curse. Winning with the previous level will unlock the next one. For those seeking a challenge. I'd love feedback on this!

WHAT'S NEXT

We've barely reached the tip of the iceberg, and I've still got so much planned! Expect the next update to be a smaller one. I'll be responding to your feedback, adding QOL, and better UI so you can understand and play the game better. After that, I'll likely fill out the gaping holes in some of the builds. Poison gets the most use at the moment as it has the most support, expect this to change soon. Then it'll be onto balancing and polish including a fancy tutorial to help explain some things. Once that's done, the game should be in a great place and I'll begin looking at getting it on phones. 

In the meantime, if you like the game, and wish to support it, please please play the game, share it with your friends, and submit some feedback! Your opinions and insights are invaluable to making the game better. If you'd like to do so, please comment here or visit us at our Discord: https://discord.gg/XtHT7aHVyu

Phew, that was a lot. I'd like to finish up by giving out a big thank you to everyone who's played, given feedback, even if it's just to tell me how broken the game is. You make it worth working on. Until next time :)

Files

Web004.zip Play in browser
16 days ago

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