1.2 Update (Fixing Download Links)


I noticed that my game files wouldn't download on the other game page. The reason seems to be that SharedBufferArray being enabled (a requirement for the HTML game to run) prevents the download links from working. As a result, there are now two game pages: this one is for the up-to-date version and is the version I recommend playing. The other page is the game jam version preserved for judging purposes for the duration of the game jam judgment process.

It's kind of amazing how games can even run in the first place considering how many things keep going wrong within them. I posted a list of changes on the other page, but since this is now where the updated version will be homed, it makes sense to have the changes listed here as well. Version 1.1 is the final version after taking one day of additional development. Since I became aware of the game jam when only 5.5 of the 7 days were remaining, I consider 1.1 to be my unofficial "what I did during the time period" version. 1.2 is a collection of smaller changes and fixes that came about from playing my game once I thought it was done. I hope there won't be a 1.3, but I'm sure my game will find ways to surprise me with as-of-yet unnoticed bugs.


The rest of the post is just the patch notes.


Version 1.1 Changelog:

Cardlist in inventory now shows level bonuses on cards.

Game no longer crashes in combat if you have fewer than 5 cards in your deck.

Game no longer crashes when attempting to modify card 2 or 3 in inventory while you have a deck size of 1.

When using Spellbook Pages, Void Stones, or Philosopher’s Stones, the textbox now tells you which action you are doing. These items can no longer be used if you have a deck size of 0.

When using a Philosopher’s Stone the card pop-up now updates properly instead of being an empty template card.

Fixed a visual bug whereupon opening the card scroller in the inventory would show the start of the list but actually remembered the position the player previously left it at. It now properly resets the position in the list each time it is opened.

When scrolling cards in the inventory, card borders now show the correct colour.

Cards actually show upgrade effects in their text now.

Enemies take more damage from their elemental weakness.

If enemies match your elemental weakness, they are created with +1 attack.

Added terrain with different effects.

Relics now increase the effectiveness of cards of that element by 1.

Made the final world more chaotic.

Cards now refresh mid-turn, allowing effects like spark to update with each card played.

When you play cards in combat, the remaining cards are filtered down so that the hotkeys always correspond to the placement of the card as seen on the screen.

Added 12 new cards and modified orbs so that these more powerful cards are given instead of the starting cards.

Added 8 new rare cards that are offered every time you use 5 of one type of orb.

Added realm modifiers to make different worlds feel more distinct.

Modified end-of-turn sequence so that drown does damage before enemies attack. This was done because I considered water to be the weakest element and I wanted to differentiate drown and thorns a bit more. It’s a big buff to water.


Version 1.2 Changelog:

Relics no longer get added to your inventory at the start of the boss fight, so you won’t get a power boost until after beating the boss.

Fixed the third enemy in 3-enemy encounters not being affected by lava or grass.

Fixed Philosopher’s Stone UI… again.

Fixed an issue with Thunderclap doing weird things (drawing itself; forcing player to start battles with 4 cards instead of 5; removing other cards from your deck for the rest of the battle, which I think was also what was crashing the game when opening inventory on occasion… this one was a pretty big bug). As a side effect of this fix, Kindle is no longer able to draw itself. This means that it is no longer possible to “go infinite”.

Tweaked game balance. Specifically, monsters were made weaker at the start, but their growth per portal travelled has been increased. (This is after growth per portal was significantly decreased from the game jam version.) Bosses have been made stronger.

Tweaked monster growth parameters. They are now more likely to gain health and less likely to gain damage with world level.

Increased the damage of Fire Blast, because despite doing a lot of fire runs during testing, I’ve never been tempted to take the card.

Changed effect of Fire Blast to only hit front enemy in the hope that synergy with Flame Shield will make it worth taking.

Fixed Sanctuary healing more than it should when levelled up.

Enemies are now worth more experience as the world level increases.

Fixed a visual bug where the spark counter from battle was persisting into the inventory menu, showing misleading information on some cards.

Files

AstralPath1.4.zip 25 MB
Version 2 Mar 16, 2023

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