1.1 Update (1 more day)


I joined the game jam with 5.5 out of 7 days remaining, so I thought I'd do one more day of development to see how things end up. Ended up putting in 20 hours (worked from noon to 8am) so there are a lot of changes.

For purposes of the game jam, this entry should be judged on the HTML version, but I consider the 1.1 update to be complete and probably won't touch this anymore unless any major bugs are reported.


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.

Files

AstralPath1.1.zip 24 MB
Mar 15, 2023

Leave a comment

Log in with itch.io to leave a comment.