Weekly Update #13

Deep, In the Forest

Game is a deck building roguelite card game with RPG elements. Save the forest kingdom from the oppression of the Mad King.

Greetings, the inhabitants of our little forest! In this update, we focused on improvements related to foes and cards. Reworking traits of foes should give more personality to regions and foes. Players can now play more cards per turn without fear of being on the next turn without cards. Improved readability of cards. Changes in version 0.532. Cards: [olist] [*] Minimum draw of cards increased from 2 to 4. This change will allow players to play more cards during the turn. [*] Updated the cards draw tutorial. [*] Added color indication for numbers on cards. Each type of number has its own color. This should facilitate readability of cards. [*] Improved the presentation of cards and tooltips. This has led to increased readability of text on cards and tooltips. Text now is more crisp. [*] Fixed cases when the text of the cards went beyond the edges of the text area. [/olist] Foes: [olist] [*] Reworked traits of foes. Again. Now traits are determined by regions. In the western region, the enemy uses traits with time delay. In the northern region, traits are activated when dealing damage, but have a chance of failure. In the eastern region, all traits are built on the principle of reactions to player actions. In the central region, a mix of different types of traits. [*] Almost all the names of the traits were renamed to improve the player's associative memorization. [*] Traits have been redesigned to support the modular structure. Now they have the effect and type of activation indicated. The effect can be used in different regions, while the type of activation is strictly linked to the region. [*] Updated icons for traits. Icons indicate the effect. If the effect has different types of activation within the same region, then the icons of such effect will differ, but indicated with the same color. [*] Added new types of reactions. Reaction to the healing of a player and to the defeat of another foe. [/olist] Campaign: [olist] [*] Difficulty levels renamed. [/olist] What to expect in the following weekly updates: [olist] [*] Keywords for cards. Already in the work. This will reduce the amount of text and make it easier to remember cards and effects. [*] New cards. Art is ready, it's up to me now to add them to the game. [*] New items. [*] Improving the visual style of items. [/olist]