Today we're releasing [b]Playtest #4[/b], which brings exciting changes on different fronts: new dice, new runes, new scenarios, a dedicated traveling area, and, most importantly, [b]changes the game from a team-based adventure to a solo one[/b].
Existing "work in progress" art has been updated and UX has been improved across the game.
[h1]Solo Mode[/h1]
Each run will now be about [b]a single character at a time[/b]. We concluded that this would allow us to make game mechanics deeper and improve replayability.
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[h1]Traveling[/h1]
[b]Traveling happens in a dedicated scene[/b], with scenario cards coming up. Not much to say here, we just thought it would be nicer. We're excited about seeing how players react to the blazing-fast (TM) loading we worked on.
[img]{STEAM_CLAN_IMAGE}/44792429/cd6d67499c3406f810e53ec71f315b2f366499f9.png[/img]
[h1]New Scenarios[/h1]
New scenarios allow us to introduce new mechanics, like new ways to customize dice or make use of them in another way. [b]Broadly speaking, scenarios act as a sort of dialogs, whereas others are dedicated[/b] to particular mechanics of Path of the Djinn, like prayers.
[img]{STEAM_CLAN_IMAGE}/44792429/f78679029963d793e53cc5447a74082d2195b798.png[/img]
[img]{STEAM_CLAN_IMAGE}/44792429/79071eac6a04f2d9bc3bb927f0668f8c62213dcd.png[/img]
[h1]New Content[/h1]
We're introducing [b]new runes, new dice, and new prayers[/b]. While we like most of them, they are definitively not set in stone and might not survive between one playtest and another.
[img]{STEAM_CLAN_IMAGE}/44792429/92a63000cf5a3af49e09ed88677350c47e9ff7ca.png[/img]
[h1]What's Next[/h1]
We are working towards a [b]demo or playtest #5[/b]. We aren't sure it will make the cut for the Steam Fest of October, so we might ditch this one in favor of the one in February.