XaiJu
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Devlog #039

Hi!

I did a looot of cool stuff these past 3 weeks!

First of all, this screenshot is the victory screen, which replaces whatever it was that I had before when you won or lost a battle. I've worked hard on how it looks, and I'm really happy with it. There are all kinds of little animations, but I didn't post a gif since I wanted to keep the surprise.

What you see here is what happens when you win. All of the characters in your party earns some XP, but the one you played as gets the biggest share. You can also see what items the monster dropped to the right.

You might remember from the previous demos that when you lost, the big heart in the bottom left of the exploration screen would deplete. I was initially planning on having the player get a game over when it dropped to zero, but I changed my mind, 'cause this sucks.

What happens instead now is that losing gets you a defeat screen where you get a choice:

- try again, which allows you to redo the same fight in the for conditions, for a price.

- run away, which gets you back in exploration mode so you can avoid the fight or switch character/gear, for triple the price of running away

- give up, which sends yu back to the last save point, but drains all of the characters in your party of their XP for their current level (If you are level 50 with 6000 XP, you will now be level 50 with 0 XP)

I hadn't really thought about it before, but I think punishing the player by making him lose progress would be a pretty bad idea in the case of B.E. Witches, and that's why I created this system instead.

It might also seem obvious since I mentionned XP before, but you can now level up! Every time a character levels up, her stats will increase. Every character has different stats. Pretty classic stuff, but it still had to be done. I'll need to balance all these numbers at some point, but that's another story for waaay later. For now the level up system works great, and that's what matters.

Also, the loot! The way monsters drop items in this game is a bit different: If you are able to get a combo of 50, a white star will appear. This star means that if you win the fight, you will get one item from the monster's item pool, guaranteed. Of course, some drops are more common than others, so you might not get what you want on the first try. You get another one if you can reach a combo of 100, and you might get more from a chest while clearing the grid, for a maximum of 5 per fight.

There is still some more stuff that I'm working on in relation to the fights, but I'm close to being done with these, and it will mainly be more content after that.

I also forgot to say it last time, but you can now cast spells instantaneously, no more build up before the spell actually takes effect.


And that's pretty much it, I hope you enjoyed the update!

See you in 3 weeks :)

Devlog #039

Comments

Sorry about the delay. The difficulty is still very unbalanced in the current demo, I'm working on it. However I recommend you check out the tutorial if you haven't already done so. About these crashes however, do you have the error log that appeared when it happened so I can fix it?

NoseBecc

this game is too hard and borderline pointless it crashed on me a few times the teeth kept taking away my health and the damage i dealt was nothing to the first challenger i think it needs to be buffed and balanced to at least win the first portion of fights until the full version

It-was-all-me


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