Hello!
Firstly, thanks to everyone for playing the game! It's been super cool to see people enjoying it! I have heaps planned before I move on to other projects, and I'm dedicated to making fishTDX as good as it can be.
[h2]What's planned[/h2]
So what's planned?
Well, there definitely needs to be some big changes made to improve player experience. Fundamental changes that will vastly improve various different aspects of the game. The goal I have with these subsequent updates is to improve the following key areas.
[b]Shop[/b]
[list]
[*] Clearly divide towers and affixes
[*] Increase roll price with roll
[*] Add a shop upgrade system (think SNKRX)
[*] Add a percentage system for lower tier towers
[/list]
[b]Plots[/b]
[list]
[*] Add start and end pointers to plots
[*] Make it so you add plots every X rounds rather than every round
[*] Add a plot drafting system. You get three plots to choose from and you decide where to place them.
[/list]
[b]Metaprogression[/b]
[list]
[*] Decrease the pack sizes so there aren't too many synergies in any one pack
[*] Redo the packs menu to show locked packs
[*] Add a metacurrency to unlock new packs
[/list]
[b]Gameplay[/b]
[list]
[*] Make the tutorial more involved
[*] Make alerts different colours
[*] Redo the stats tab to be more intuitive and appear on hover
[*] Add a post game summary of each tower's performance
[*] Make it clearer how beneficial an affix has been on a particular tower
[/list]
[b]Optimisations[/b]
[list]
[*] Pretty much just make the game run smoother
[/list]
[b]Content?[/b]
[list]
[*] Will be on hold (Sorry!)
[/list]
[h2]Roadmap[/h2]
So that is heaps and heaps of stuff. Super exciting! They will all be part of fishTDX 2.0, a massive shift with better design decisions, and hopefully a smoother player experience with more strategy and more fun! I hope you're all as excited as I am!
However this is a lot of stuff to do. Some bullet-points will be quick 2-3 day things to fix, but others might take weeks or even months to overhaul to a point where I'm happy with it. I am currently enrolled in university, and I have a constant stream of work to do for that. Additionally, I work 12 hours a week at a part time role, and I tutor other students. I hardly have any time to even think about fishTDX, let alone dive into the codebase to implement a massive new feature.
What this means, is that the game's development will be paused (for major features) during the rest of this semester, which is about another 8-10 weeks depending on when my exams are. I will remain active [url=https://discord.gg/KVxEeGHNFn]on Discord[/url] to fix any bugs or balancing issues, but that'll be about it unfortunately.
But 8-10 weeks isn't [i]that[/i] far away, and I'll start working on new stuff as soon as I get an opportunity to! My current priorities are the following:
[olist]
[*] plots
[*] metaprogression
[*] optimisations
[*] gameplay
[*] shop
[/olist]
It has definitely become clear to me that fishTDX may have been more suited for an Early Access release, considering the amount of massive features that have been added over time (and will continue to be added), but either way, the game will get even better over time.
[h2]Other stuff[/h2]
Not all is lost though! I have written, and will soon begin editing a new video on [url=https://www.youtube.com/@progress_games]my YouTube channel[/url] discussing bugTDX! Depending on how that video performs, I will then dive into the development of fishTDX!
Also we have hit 400 sales, which is super sick! Again, please leave a review if you haven't already! Massive thanks to [url=https://www.youtube.com/live/vQWrHZ44lrc?si=9JWOt7gUa1mnLYSm]PepperHead[/url] for playing the game on stream and providing some legendary feedback (which inspired many of these changes). And, thanks to you for reading.
Happy fishing! 🎣