Version 0.1.7 - Developer Notes


Hey everyone, I have been wrestling with a pretty big feature this release, and I am excited to finally have a version I can share with you all! I really wanted to figure out an upgrade system for my game which actually felt clever and crafty, instead of just generically positive upgrades to your cards. So my initial idea was to allow the player to discover a value, and then they can choose to replace a value on one of their cards. 

This idea is wrought with issues, the biggest of which is balancing. If I make every number adjustable, it might become trivial to create a really broken card. And worse than that, if you figure out a way to make a broken card you really have no incentive to do anything different for any future upgrades. So I mocked up a quick and dirty version of the upgrade and got some feedback from some helpful people on the Indie Games Clinic discord. After a bit of discussion we came up with a better alternative.

Now each number that you can upgrade on your card is color coded, and the number you discover will have different value ranges based on what color it is. This allows numbers that adjust your attack and defense values to be a bit larger than numbers which adjust statuses for example. And to make things even more interesting, I have made these upgrades "Tethered Values". Meaning when you take number which adds 3 to a card, you must also subtract 3 from a card. I hope this creates interesting trade offs and discovered within the upgrade system ^_^


In addition, and COMPLETELY unrelated, I have added and updated some cards which grant more powerful effects at the cost of some pretty severe drawbacks. Expect more like this in future updates! 

And finally, speaking of future updates, Kevin de Jong has been working away on the scene for the next act which takes place in the basement! Here is a little teaser peak of whats to come:

Files

BoundTogether_v0.1.7.zip 781 MB
5 days ago

Get Bound Together

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