Player Experience
I added player level now so each battle should give you some experience. That experience will be higher when I implement the Astral Link levels for AI. Each time you level up you have a chance to pick among 3 random Dark cards (ID 101-200). If your level is a multiple of 5, then you have at least one of the strongest Dark cards as an option.
No Battle Modes
I removed the battles modes and only kept Supersonic. It made the game a bit bloated and most people prefer Supersonic mode. Some people even got confused and didn't know which mode was the main one. I wanted to see if other battle modes can help with grasping the concepts more easily but many people still struggled even after watching the tutorial. Therefore, I will just focus on one main battle system and do what I can to make it easier to understand.
Mazai Problem
So far I received mixed reviews about Mazai effects. My idea was to have a way to make each battle feel unique. So feeling frustrated when a Mazai counters you is part of the game, like when a Mazai saves your life. I want to mention that Mazai effects aren't continuous (nothing is in the game). This means that the effect re-triggers again at the end of each turn. So if a Mazai disables a slot from activating effects, that "disable" effect will last even if the Mazai is destroyed later. Maybe I need to specify that it's an "On End" effect or something. I am not sure. However, I want to ask for your opinion. Should I keep Mazai effects? Add a toggle option to disable/enable them? Let me know what you think.
Next
Next on the list is either achievements (in-game) or Astral links (not sure yet). Another thing I will do is make characters unlockable. Even if there is no real story, I think most people will agree that it'll feel more satisfying to unlock characters in order, one by one. The opened map from the start is a bit confusing, especially without a tutorial specifying what you should do (coming later).
I added some extra QOLs (battle background image, card frames work again, deck renaming, etc...)
Changes
- FIX: Fixed an issue where card frame color wasn't changing.
- FIX: Fixed an issue with effects swapping stats (EP and HP). Now EP is swapped with max HP instead.
- FEATURE: Added player experience.
- FEATURE: Added dark card unlocks with player level ups.
- UI: Added Explorer UI with avatar data in the main menu.
- CONTENT: Added new Dark Plano effects (x16).
- GAMEPLAY: Using the same status condition on a Plano extends it's timer.
- GAMEPLAY: Removed all extra battle modes. Only Supersonic is now playable.
- GAMEPLAY: Added player experience after battle.
- GAMEPLAY: Decks can be renamed now.
- GAMEPLAY: Removed name suggestions in avatar creation.
- LOGIC: Reworked crafting UI logic.
- BALANCING: Changed Dark Chipairo line effect to increase EP based on deck count.
- BALANCING: Changed Musa Mazai to prevent summon only for the winning player.
- BALANCING: Changed Misa Mazai effect to 500 instead of 1000.
- BALANCING: Changed Hika Mazai effect to 500 instead of 1000.
- BALANCING: Decreased earned gold stardust and blue stardust (will scale later when Astral link levels are implemented).
- VISUAL: Removed fog in element selection UI.
- VISUAL: Added location background images in battles.
- VISUAL: Changed the card layout to make texts clearer.
- VISUAL: Removed "Early access" text in game.
- VISUAL: Removed color highlights for words in dialogues.
- VISUAL: Removed manga button in title screen.
- VISUAL: Removed contact section in title screen.
- VISUAL: Removed Discord button in title screen.
- TEXT: Reworked Elementalist name display.
- TEXT: Re-organized all the keys related to the localization.
- TEXT: Cleaned up values related to game stats.
