
The demo just crossed 1,100 installs, and I am still refreshing the stats page like a madman!
Hey, everyone! It's been a crazy week for me as I finally got to the first major milestone - giving the demo to the public. I am overjoyed with all the reactions, the kind words and feedback I've received over the last four days.
Naturally, I waited the entire week to patch the game on a Friday night, with my late evening coffee almost gone as I am typing this. After 8 years of releasing games you'd think I'd have learned better!
Feedback, feedback
Speaking of feedback - this version is the very first one out in the wild, so I cherish and value your opinion and any hardships you have with it! This first obligatory post-release patch focuses heavily on usability, user experience and flow. I will continue to improve and iterate on the game so it can be pleasant and satisfying to play.
A heartfelt thank you
I am quite excited that the demo got picked up and played by Nookrium on his channel!
https://www.youtube.com/watch?v=ciZFwg2BijE
His subscribers brought another influx of wishlisters, so 'hi' to all the new folks here!
There's a lot of work ahead of me still, so I'll be back grinding my ass off to give you the first 2 acts of this game as soon as possible :)
Incremented version to 0.2.0
- Added a step-by-step combat tutorial to the first fight, teaching the turn flow in order: combat basics, moving and attacking, the action bar and ending a turn, with the flee hint following once fleeing becomes available.
- Added a green outline and a floating green arrow over the head of the hero or ally whose turn it is, so your active unit can be found at a glance even in a pile of figures. Enemies get a gold outline on their turn and no arrow.
- Added a red outline on the enemy under the mouse, matching the red target hex and the hit chance readout, so it is clear who you are about to attack.
- Added a see-through window on any large type of enemy figure that hides a unit standing behind it.
- Added current/max Endurance numbers to the hero selection portraits and to the Endurance flask on the character sheet.
- Updated battlefield figures to 91% of their original size for improved clarity.
- Updated the turn order bar: the unit whose turn it is now stays in the centre in a larger portrait for the whole turn, so it is easier to tell who is acting.
- Updated End Turn: moved from the button under the turn order to the far right slot of the action bar (hotkey N unchanged).
- Updated the hero and enemy status frames on the battlefield sides to a single size to avoid confusion with turn order.
- Updated archers to keep shooting from arrows in the shared backpack once the quiver is empty. Previously an archer with arrows in the pack could not shoot and could not equip them mid-fight.
- Updated Battering Ram to need solid ground: the Warrior can no longer charge across water, chasms or through a wall of bodies to reach an enemy.
- Updated the Silver Crucifix: the hero wearing it now starts fights against soulless foes (elves, vampires and the walking dead) Warded by St Ashanax, gaining +2 Fighting Prowess and +1 Armour Rating for the whole fight. It must be equipped; a crucifix in the backpack does nothing.
- Updated the Water Elemental fight so the combat UI no longer covers part of the battlefield.
- Updated the combat music with a new battle theme.
- Updated the rations message at story meals to use the same highlighted styling as other party notices.
- Fixed status effects such as Eye of the Tiger carrying over into later fights and stacking when a hero died or the battle ended while the effect was still active.
- Fixed the turn order bar drifting off centre when a unit died, leaving an empty gap until the next turn.
Don't forget to wishlist the game, if you haven't already, to stay up to date with all the news and upcoming release dates!
https://store.steampowered.com/app/3645170/Blood_Sword/
