"雪境公园" is a highly customizable CCG tactical strategy game. You can combine various unique abilities to create your own personalized followers. The game focuses on Roguelike elements and player versus player battles.
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Hello everyone~ This is the Wish Team, who stays up late every night fixing bugs.
With the update of the version, we have received a variety of feedback from players. This not only motivates us but also gives us the opportunity to face more players. After the initial stable version, we have organized the feedback that is currently more common and made an update preview to tell everyone our main update direction.
Firstly, for the optimization part, we will focus on the following three main update directions: [Subordinate Passive Brief Display], [Combat Animation Rhythm Optimization], and [Advanced AI].
[h2][b]Subordinate Passive Brief Display[/b][/h2]
We have found that many subordinate passives such as "Prohibit Attack," "Cannot Be Targeted by Skills," "Flight," "Flight Block," and various other effects are not clearly recognized by players. Although we have made special effects to distinguish them, the overall visibility is still not prominent enough. We will display them more intuitively next to the subordinates in the form of text information + TIPS.
[h2][b]Combat Rhythm Animation[/b][/h2]
Currently, in the game, there are situations where the death of subordinates and their attacks are sluggish and slow. We will carefully adjust the transitions between them, add impact effects such as vibrations, remove useless animations, and strive to achieve the sense of impact and smoothness similar to ARPG games.
[h2][b]Advanced AI[/b][/h2]
We have found that the number of people in the game is still relatively small, so we plan to add advanced AI that is as realistic as real people in the story or in the new competitive arena, striving to ensure that everyone has cards to play and battles with various interesting opponents.
After we address these three key optimization areas, we will focus on [Main Storyline Guidance Optimization], [Reset the Flesh Dove Mode], [Add New Entertainment Modes], and [Add New Subordinates and Factions].
[h2][b]Main Storyline Guidance[/b][/h2]
Currently, the difficulty of the main storyline still fluctuates greatly, and many passives and skills are not clearly explained in the main storyline tutorial. In addition to adjusting the novice storyline level by level, we will also add a [Help Dictionary] to the game and add some tutorial levels to help new players get started better.
[h2][b]Reset the Flesh Dove[/b][/h2]
At present, the Flesh Dove in the game is still a relatively basic gameplay. We plan to join a shop and currency, like other games with rich Flesh Dove experiences, add difficulty options for players to choose from outside, and add a new relic unlock in the atlas, new Flesh Dove exclusive subordinates. At the same time, there will also be a very new and strange [Unknown Chromatic Object] atlas unlock system. With the use of certain [Unknown Chromatic Objects], players will gradually understand their abilities.
[h2][b]Add New Entertainment Modes[/b][/h2]
We will also develop new entertainment modes such as double selection, contests, and battle chess. Some of these are already in the planning and production stages, while others are still in the planning phase.
[h2][b]Add New Subordinates and Factions[/b][/h2]
As previously announced, we will add two new factions, [Ouroboros] and [Indigenous], and update the corresponding exclusive subordinates for each faction. Each of our factions has a completely different cost system and gameplay, so everyone can look forward to it.
Team LastWish