Build 136 (v0.5.5) 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...

[i]Welcome to WizardChess 0.5.5! This is a minor patch based on all the feedback we've had since the relaunch.[/i] Today also kicks off the first ever [url=https://turnbasedfest.com/]#TurnBasedFest[/url]. It's an honor to take part, and we highly recommend fans of the genre take this opportunity to discover plenty of other hidden gems and up-and-comers also being featured! [b]WizardChess is on sale for [u]20% Off[/u] for the next 5 Days during this event![/b] [h3] Devlog #15 [/h3] [previewyoutube=iTNHYjeoTjQ;full][/previewyoutube] [h2]ADDITIONS[/h2] [b][NEW][/b] Unit: Javelina [b][NEW][/b] Starting Parties: Random, X-Factor and Full House [b][NEW][/b] Traits: Eager, Prepared [b][NEW][/b] Fatigue system ↳ [i]Units gain fatigue (FTG) when deployed and this determines their spawn order in combat. Lower fatigue means they spawn earlier.[/i] [b][NEW][/b] Adaptive difficulty + enemy SKL scaling ↳ [i]The difficulty of the game is calculated in real-time based on your lifetime performance and on state of the current run.[/i] [b][NEW][/b] Champion enemies ↳ [i]When the difficulty is high enough large, orange champion enemies will spawn. They drop a reward.[/i] [b][NEW][/b] Vortex effect under the floor of the encounter [b][NEW][/b] Tutorial message on the map [h2]IMPROVEMENTS[/h2] [b][CHANGE][/b] The default starting party replaces the Lancer with the Javelina [b][CHANGE][/b] Abilities (passive and active) tutorial redesigned using Javelina [b][CHANGE][/b] The Bard is now a different colour to your other units and turns red when vulnerable. [b][CHANGE][/b] Impossible Lancer charges are no longer shown in the move preview [b][CHANGE][/b] Make Vim icon inspectable [b][CHANGE][/b] Merk and Rogue no longer have a random component to their buff. ↳ [i]They start with lower SKL but always gain a buff of SKL to DEF and ATK respectively.[/i] [b][CHANGE][/b] Improve victory and game over screen. ↳ [i]Show difficulty level and update art.[/i] [b][CHANGE][/b] Deselect units by clicking empty squares [b][CHANGE][/b] Improve UI layering during tutorial [b][CHANGE][/b] Tweak the Bard's colour (to stand out) [b][CHANGE][/b] Ensure overhead status block doesn't cover stats [b][CHANGE][/b] Encounters pulse on the map to indicate you can click them [b][CHANGE][/b] Concealed rewards pulse to indicate you can click them [b][CHANGE][/b] Remove loneliness for the Bard [b][CHANGE][/b] Loneliness kicks in faster for enemies [b][FIXED][/b] Prevent Cormag charging into the Bard, causing a soft-lock [b][FIXED][/b] Placement of "Choose who to assign to" label [b][FIXED][/b] Removed outdated inspect mode indicator [h2]DEVELOPMENT[/h2] Since the big [url=https://www.youtube.com/watch?v=qdP-rW70X7Q]v0.5 Re-Launch[/url], we've surpassed the [u]10 Review[/u] threshold that raises the game in Steam's algorithms, and helps it be more readily shared around. Thank you all so much for both taking the time, and for leaving feedback! What you have shared, hands-on gameplay at [url=https://shimmeringvoid.substack.com/p/digital-adventures]G0423[/url], and what we've seen in coverage from various streamers and youtubers has been directly filtered into this update! A large focus of this update is clarity. Making sure players are able to pick the game up as quickly as possible, and that nothing is left to assumptions - while minimizing the need to add too many new instructions. It's always a difficult balance to strike! > Thanks for reading to the end <3 > Ben & Ricky (TwoPM Studios)