Lead a group of toads as they fight against Baron Samediâs evil forces in a challenging mix of turn-based tactics and roguelike deckbuilding. Synergise card effects, gain the aid of powerful allies and engage in strategic combat to thrive in the cursed bayou.
Hey toads đ¸
Itâs been a while since the last dev log, and boy did we go over some upgrades! A lot of work has been put into the game since we last gave an update, and Iâm super excited to share it with you.
[h3][b]Recruits:[/b][/h3]
One of the major additions to the game is the ability to [b]recruit toads directly from the Tavern[/b], to join you in your uprising journey against Baron Samedi! We have imagined a lot of unique toads, which all have their own special abilities, to help you create the best combos you can think of. As your progress through your run, your toads will be your best allies against the creatures from the Bayou.
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Recruits behave as activated abilities, that trigger when a certain condition is met. The good thing is that there is not activation limit! Youâll see their icon pop on the screen when they get triggered, and this will surely mean that you did something good!
[h3][b]Tavern:[/b][/h3]
About that Tavern I mentionedâŚwe gave it a nice upgrade as well. After all, itâs not just your hub, itâs the rebellionâs headquarters! Navigate through the rooms, take a deep breath and smell that gumbo cooking in the back while you shop for Bear Traps and Poisonous Bullets.
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We designed the Tavern as the [b]perfect hideout for your band[/b], in which you can plan your next sabotage operation while sipping a good old cup of Moonshine with the toads. [b]Each of the Tavernâs room has its own unique atmosphere[/b], inspired by its purpose. The traps room, for example, feels like a hunting cabin, while the veves room is definitely the most mystical place youâll visit!
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We wanted this place to feel like home, in this wasteland that your beloved Bayou has become since Samedi arrived. Nobody could really tell where the Tavern is located, and the supplies are not always guaranteed, but one thing is for sure : it will always feel good to be back at the Tavern after a fight. And this is what youâre fighting for!
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[h3][b]Balancing, game rhythm, and more:[/b][/h3]
Game feel has been one of the top priorities working on Toads of the Bayou. One of the most difficult things to balance is Movement, as this plays a major role in how the grid-based gameplay feels. The initial formula was to offer a Movement Deck alongside the Combat Deck, guarantying players to draw at least 1 movement card per turn. To balance the ability to Attack and Move in the same turn, [b]we introduced the Timed keyword[/b], which makes cards go up in cost as other cards are played before them. But this sometimes led to frustrating situations, where attacking would totally jeopardize the ability to re-position during the turn, forcing players to prioritize avoiding danger instead of fighting back.
We got rid of the Movement Deck, and decided to offer more options to Move, in connection with other aspects of the game, such as the Recruits, the items, and more. [b]This allows more organic synergies[/b], and helps players take care of the enemies without having to worry about making a mistake.
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AndâŚthis is all I wanted to cover in this dev log! We have a [url=https://discord.gg/ZHrJaqHwey][b]Discord server[/b][/url], which you can join to follow the latest news on the game!
In other exciting news, we're part of [b]SimFest[/b] from now until July 29th, and there's loads of awesome simulation games to discover! Check out the full selection of titles [b][url=https://store.steampowered.com/sale/simfest2024]here[/url][/b].
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We'll continue sharing updates as often as we can, and again, we would like to thank all of you for supporting the game and following its development. Your feedback and comments are super precious to us in this adventure!
Until next time!