Takara Cards is a *chill tactical deckbuilder RPG* about adventuring through Cosmos and Karma. Create your cadet and pilot spaceships to find the Dragons: Each new adventure offers new surprises and stories!
[h2]We apologize for the delay![/h2]
[h3]This update was supposed to be out more than ten days ago, but we experienced several delays, including each of the team members falling ill on different days.[/h3]
[img]{STEAM_CLAN_IMAGE}/42094817/144ffc6e2ac142353cdbc7b50c82c59b719b1b88.gif[/img]
[h3][b]Light "story mode" implemented in the Events system:[/b][/h3]
In addition to the general events that the player encounters, the game also has "fixed" events that appear during the journey to each of the three bosses.
These fixed events encountered vary randomly in each Run, and depending on the Cadet's responses, new events can appear afterward.
[h3][b]Third and final Boss implemented:[/b][/h3]
The first and second bosses are very similar, changing the units that appear and increasing the difficulty from one to the other.
The third boss, except its first phase, tests your Cadet in a [b]completely[/b] different way:
So different that we decided [b]not to reveal anything[/b] and leave it as a surprise to whoever manages to get to it!
But [i]reaching[/i] the last boss is a [b]real test[/b] of combat!!! ;)
[h3]The game has seven possible endings that vary depending on your actions on the final boss...[/h3]
[h3][b]"New Run+" mode implemented:[/b][/h3]
Upon finishing the game, the player can continue playing normally or do a "new run" with the SAME character on Normal or Hard difficulty.
[h3][b]Runs are now slightly shorter and more focused:[/b][/h3]
There are 7 initial jumps to the first boss. Then 4 and 3 to reach the second and third boss respectively.
We feel the game has a better pace this way.
[h3][b]New mechanics:[/b][/h3]
[img]https://media2.giphy.com/media/oE8xRxSkMPHh0N0l0D/giphy.gif[/img]
The Cadet can choose between three Maneuver cards every time he levels up. If "Searching" for a card, one of them will be present on the menu.
The "Forced Ejection by the Dragons" mechanic/event now only happens ONCE to the player, acting as a kind of tutorial. In subsequent runs, the invasion occurs directly on the first attempt.
[h3][b]New environment and unit implemented:[/b][/h3]
[img]{STEAM_CLAN_IMAGE}/42094817/79197694c0b8058175bb75e3cd4eebf36860db30.gif[/img]
The Wind Field environment is filled with [i]Solar Winds[/i], which push both your ship and the other units around! Be careful!
[h3][b]New combat music implemented: Humans now enjoy their own music! :D[/b][/h3]
[h3][b]Some minor improvements:[/b][/h3]
[list]
[*] Requirements (number of jumps) to "unlock" Humans lowered, future races will also unlock faster.
[*] Added dramatic pause when being "pushed", for better visual feedback.
[*] Various minor improvements to the interface and visual feedback of combat.
[*] Improved card selection during combat (mouse and touch).
[*] Knock Three Times card now Moves instead of Swapping with the enemy.
[*] Slight balancing of some cards (especially Humans).
[*] Bug where Lucky Stab could be bought in stores fixed.
[*] Some minor bugs were fixed.
[/list]
We'd like to thank all of you for your support and patience: your criticism and praise make all the difference to the game.
We have [i]lots of other stuff[/i] to share, but we'll limit ourselves to saying that the game will have a better chance to improve even more. ;)