Devlog #2 (or 3 and 4)


It's been a big two weeks.

(More a quiet two weeks and two big days)


The first big change is adding two new scenes:

On the opening screen you can pick a name, which will be reflected in the hub area.

There are three buttons in this hub area.
Leftmost is the deckbuilder's stand.
Here you can pay gold coins to add and remove cards to and from your deck. Also notable is that the starting decks are now balanced and randomized, rather than just including every card in the game.
The central button is the dungeon entrance. This brings down a notice with a few stats and the price of entry for the dungeon - if you're unable to pay the day's insurance, you'll get an extra warning before you enter the dungeon.
The rightmost button is the as of yet unimplemented supplies shop.
Also added is enemies, and the ability to damage, kill, focus damage on, and reflect damage from them.
The board now has indicators to show which cards are being affected by which buffs, and enemies come with damage indicators which show both quantity and type of damage.
Deaths are fairly unceremonious, for now at least.
When the last enemy is killed, you choose a door and move on to the next room.

I've got six enemies in the works for now. The ghost, rat, and bomb are functional. The skeleton is almost finished, and the cleric and knight are non-functional.
Drops are implemented, but minimal - for now, each enemy just drops gold according to its level.

Well, that's the big stuff. See you next week.

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