Invade the Capital in the BIGGEST UPDATE YET!


This is a very content-heavy update, increasing the size of the game by more than double, from 10 to 21 encounters. We've got 7 new tiles, a LOT of new enemies, and an entire new region. So, ahem...

After fighting through enemy after enemy, you've finally made it to the city of Cluckhaven, capital of the chicken armies, and home of...

ACT THREE: THE CAPITAL

 

Featuring a gothic-inspired aesthetic, with arches and spires and religious iconography adorning the walls, the capital is home to a host of difficult new enemies, strange new tiles, and some... additional questions?

Not much detail this time, sorry! Most of the details would be spoilers, so I don't want to ruin anything for players who haven't encountered them yet. Instead, I'll just do quick recap:

  • 5 new enemies in the capital (2 elite)
  • 2 new enemies in the pond (1 elite)
  • A new boss in the capital.
  • 3 new collectible tiles.
  • 1 new shop
  • A new tile class
  • 3 new consumable tiles
  • New functionality for the Trader; don't be afraid to tell him no!
  • Some minor visual refinements.
  • Complete title screen redesign, with more coming.
  • I also tripled the amount of dialog, including unique lines for certain characters. It won't appear any more frequently, but it'll be more worthy of your attention.
  • HIGHLY REQUESTED, you can now click on the draw icon to quickly see what tiles you (or your enemy) have in the deck. 

As you can tell, this is the largest update so far, featuring more content than even the launch itself (which was 4 enemies and 6 tiles), so I'm sorry for the delay... but hopefully it was worth the wait.


Roadmap

The next few updates will be much more mechanics focused. There's still a bit more content coming, but it'll take a backseat as I work on other aspects of the game. Here's a general overview of the things that I'm working on, without going into too much detail. This is both to let you know what I'm working on, and to keep myself accountable for working!

  • Scoring system overhaul
    • I'm planning to add variance to scores for different enemies.
    • There will be "objectives" and challenges to complete for bonus points.
    • Automatically save scores instead of manually entering your name every time; in the current system there's really no incentive to save a score unless it's top 5.
    • Moreover, your personal best should be displayed along with its position in the leaderboard
  • Reward system overhaul
    • Rewards will vary depending on the enemy you just beat. Bosses and elites should offer better guaranteed rewards.
    • Some rewards work instantly, which decreases their strategic potential and makes them less useful.
    • There could be more rewards. There could always be more.
    • Potential feature: I'd like to add a modifier system, similar to the relics in Slay the Spire. This might take a bit of extra time though.
  • Map overhaul
    • As mentioned before, the goal with the map was always to allow the player to select a path depending on what is coming up.
    • New encounter types, like characters who make propositions, more shops, and other events.
  • Tutorial area
    • I've gotten several requests for an easier start to the game. I'm working on adding a tutorial area that will feature an easy start, a bit of exposition, and a tile for you to start the game with besides the base loadout.
    • Technically, this is more content, but it's a necessary evil.
  • New music. I've been saying this for a while, but I promise I'm actually working on it!


If you'd like to hear more frequent updates, or to harass me as I continue to work on the game, please join the discussion on Discord!

Comments

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(+1)

Keep them coming! It’s a great game and I wish you success!

Thank you! Will do 🫡