Build 132 is live!

WizardChess

WizardChess is a deckbuilding roguelike, where Chess meets Trading Card Games. Fight in strategic permadeath battles, acquire and upgrade new units, and carve a path to the boss. Challenge the Fae in their annual tournament and the Fae Queen herself might just grant your wish. If you survive...

You can officially make it through an entire run of SoTF! With the caveat that the final boss is still a placeholder... For now. This build has a LOT of changes and represents a solid step forward towards our vision of the game. We've been having a lot of fun playing the game lately, which is always a good sign (come join us live at https://twitch.tv/vivavolt). The latest devlog covers all the major changes, you can see the full changelog below. [previewyoutube=RN7HqLbMb1c;full][/previewyoutube] [b]NEW[/b] Redesigned board game map in full 3D [b]NEW[/b] Added second act of the game, where the board flips over after beating the first boss [b]NEW[/b] Opponent selection menu and enter-game animation [b]NEW[/b] Luck system for Bard HP ↳ [i]Game over used to occur when you ran out of units, now the bard has regular old HP.[/i] ↳ [i]If the bard is hit for >= DEF damage, they lose one luck.[/i] ↳ [i]When they run out of luck, the run ends.[/i] [b]NEW[/b] Fae Forest biome [b]NEW[/b] Enemy: Husk ↳ [i]Undead version of the basic 6 friendly units, found in Fae Forest.[/i] ↳ [i]Hurks, Huouge, Husher, Huskancer, Honk, Huskog[/i] [b]NEW[/b] Enemy: Firis ↳ [i]Placeholder for now, will debuff units at range.[/i] [b]NEW[/b] Enemy: Traiter ↳ [i]Placeholder for now, will swap traits with target unit on attack.[/i] [b]NEW[/b] Inspect units with Right Click ↳ [i]Units (where the descriptions have been written) can be inspected at any time using Right Click.[/i] ↳ [i]This will become a common pattern for not just units, but traits and other mechanics.[/i] [b]NEW[/b] Multi-stat upgrades / downgrades ↳ [i]Upgrades and downgrades can now apply to multiple stats i.e. (+1 ATK +2 DEF)[/i] ↳ [i]They can mix positive and negative (+2 ATK -1 DEF)[/i] [b]NEW[/b] Add "Convenience Store" after the first boss battle [b]NEW[/b] Context-aware cursors to help guide you during combat ↳ [i]Move cursor - shown when you can move to the hovered position[/i] ↳ [i]Exit cursor - shown when you would leave the room by moving to the hovered position[/i] ↳ [i]Target cursor - shown when you will target a unit with an effect[/i] [b]NEW[/b] Added Early Access warning [b]NEW[/b] Added changelog to title screen [b]CHANGE[/b] Unit buffs and debuffs now differentiate between permanent buffs and temporary buffs [b]CHANGE[/b] When killing an enemy marked by a Cleric, allies receive the Blessed buff [b]CHANGE[/b] When an ally marked by a Cleric is lot, foes receive the Condemned debuff [b]CHANGE[/b] Stagger attacks during combat phase ↳ [i]Previously all attacks resolved at once, but after trying this approach it seems much more user friendly.[/i] ↳ [i]If you're impatient, try increasing the game speed option.[/i] [b]CHANGE[/b] Redesigned mazes to include upgrades and new units (as well as existing ones) [b]CHANGE[/b] Unit tiles on board game map are always surrounded by punishments [b]CHANGE[/b] All punishments and rewards are queued for AFTER an encounter ↳ [i]Pending rewards and punishment totals shown in top-left corner[/i] [b]CHANGE[/b] Bard movement, used to be the same as Merk (4 dir) ↳ [i]Now, move up to 2 tiles in 8 directions[/i] [b]CHANGE[/b] Introduce Bardic Inspiration ability ↳ [i]The bard can now target a unit as their action (within their range)[/i] ↳ [i]For allies, this gives a random ATK or DEF buff[/i] ↳ [i]For foes, this gives a random ATK or DEF debuff[/i] ↳ [i]For neutral units, this recruits them[/i] [b]CHANGE[/b] The bard no longer automatically recruits adjacent neutral units [b]CHANGE[/b] Reduced enemy and ally scaling, this will be ongoing [b]CHANGE[/b] Attack resolution phase happens in stages instead of all at once [b]CHANGE[/b] Added indicator texture underneath obstacles [b]CHANGE[/b] Board Game cursor tooltip now indicates tile type (instead of coordinates) [b]FIXED[/b] 0 SKL Hunter and Cleric were useless, now they can still use their ability with 1-tile range [b]CHANGE[/b] Earn additional vim for choosing more combat tiles (up to +3 vim for 4 tiles) [b]CHANGE[/b] Earn punishment for choosing only one combat tile Known Issues [b]ISSUE[/b] The Fae Forest is very broken [b]ISSUE[/b] The tutorial needs a complete rework [b]ISSUE[/b] Boss stat block does not disappear on death [b]ISSUE[/b] Maximum of 4 "Go!" buttons on screen, even for >4 doors [b]ISSUE[/b] Some buffs and debuffs seem to not actually be applied [b]ISSUE[/b] On some resolutions the army lineup is incorrectly positioned when receiving a reward etc. Thanks for reading to the end <3 Ben & Ricky (TwoPM Studios)