Version 0.0.4 - Developer Notes


It has been about three weeks since my last update and I feel like I have so much to share with you! I separated my updates into sections to showcase the most player relevant updates at the top (never mind the major time spent fixing minor bugs T_T).

I also have a section dedicated to how I addressed some of the feedback I have received. As you can see it drove a lot of my development this time around, so thank you for all of the input and keep it coming ^_^ My Discord is probably the best way to share your thoughts. 

Fun new stuff:

  • Visual effects! Healing auras, poison clouds, yarn balls, and pin projectiles have all been added to really give some life to Stitch's attacks.
  • Added a scene after the boss which grants you a special treasure and then opens up my placeholder map for act 2 to let you play around with your cards and treasures a bit more. 
  • Added transition for curse cards moving to your deck.  Ok this one isn't that fun but at least you now know how all these curse cards ended up in your deck.
  • UI adjustments to make enemy health easier to see.
  • Card visuals updated to move type icon to be beside type name. Also added the icon to main UI.

Feedback fixes:

  • This one is for you Mike - Turn ends if you have no cards in hand after defending. 
  • Card you get from intro can now be used to fuse skills OR attacks, you don't have to choose. 
  • Cantrips are now a subclass so you can have Skill - Cantrip or Attack - Cantrip
  • Cleanse is now a cantrip
  • Removed take all/skip from intro when selecting Treasures. 
  • Made enemy intents a bit more specific 
  • Added an attack which gains health
  • Added legend to map
  • Added tooltip to make it clearer that modifiers/enhancers are unplayable.
  • Resource gain is now green because green is good.
  • Treasures now have a banner at top of screen

Bugfixes:

  • Ensnare bug. This thing probably took half of my development hours. And it was a bug which only occurred on repeat attacks which gave armor when also ensnared... not exactly an 'every fight' thing. But I really had to dive into the inner workings and assumptions of how an enemy minion's turn operates, and change to a system which uses the dispatcher to control the flow a bit more precisely. 
  • Top minion bug. Really weird one where ghost tops would deal extra damage to Stitch after they all died. Ended up just adding a cleanup phase which triggers before end turn so that everything resolves properly.
  • Fixed bug where Reuse Refuse was dealing unblockable damage. 
  • Fixed logic for Temporary Tying so that it properly limits when you can cast it.
  • Fixed bug (that I created) where adding cards to your deck only worked if you hadn't already picked up your coins O_o 
  • Intro music stops when you continue a run.
  • Added player settings to save things which persist beyond a single run.
  • Updated some tooltips, story events, card text, etc. Some of which was also related to feedback, thanks again!

Files

BoundTogether_v0.0.4 720 MB
3 days ago

Get Bound Together

Leave a comment

Log in with itch.io to leave a comment.