August Update v0.02 - Events and Relics


Hi everybody!

We have taken your valuable feedback to heart and are very proud to present to you the following fixes, changes and new additions to Majinko. To be honest, I was very impatient to publish this update, I think it brings quite a few new things to the game. We still have a lot of bugfixes to go (highest priority will be the non-functioning attacks) and I hope to have them fixed for the next update, which is planned for 10. Sep. 2023. We are looking forward to more of your feedback and/or criticism. Have fun!

Gameplay content:

  • Introduction of Overworld Events: 
    • Ley-Lines event
    • Magical spring event
    • Forestfire event
    • Mirror tree event
    • Mysterious stranger event
  • Introduction of Relics:
    • Iolite Flower
    • Garnet Flower
    • Blue Zircon Flower
    • Sacred Heartwood
  • Introduction of Elite Combats (no new enemies yet, but player will win a relic upon completion in addition to the usual card)

Bugfixes:

  • Made spell barks more readable
  • Tutorial now is not a "dead end" anymore
  • Zombies now only spawn the intended two rotted mana orbs, instead of triggering the death effect multiple times on occasion
  • Sound sliders in menu now start at full volume, instead of at 0 volume
  • Fixed a bug with the attack system where instant attacks like the lightning strike dealt 0 damage

Quality of life:

  • Cards are now larger in the card shop for improved readability
  • Game now saves runs automatically when leaving the game, giving an option to continue a paused run
  • Mana vials now show the amount of mana they contain (rounded to mana spendable for cards)
  • Orbs that generate mana now spawn a pop up when hit, showing how much mana they generated
  • Currently playable cards will now be highlighted in hand
  • Changed the "End Turn" button text to "Start Throw", let us know if you like this label better
  • Main Menu now gives the option to either continue or start a new run
  • Added loading screen animation
  • Enemies now will show tooltips for status effects affecting them on mouse over
  • Reworked card movement feel (and refactored a bunch of code, which obviously can't be observed)
  • Rephrased and reformatted many description texts

Visuals:

  • New visuals for the zombie and wraith enemies (now shroombie and leaf mage)
  • Added water tiles to the overworld
  • Added particle effect to orb spawn for clearer player feedback
  • Scaled damage pop-ups differently
  • Added particle effects to orb spawns
  • Added particle effects to thrown spheres
  • Added trail effect to aim prediction
  • Added subtle screen shake to orb spawns
  • Added screen shake to attack impacts, with intensity scaling depending on damage dealt

Balancing:

  • Changed ability frequency for the caster enemy. Now only spawns an intangible orb every second turn instead of every turn.


Short excursion on mana:

If you play the new version of the game you may be wondering about how exactly mana is calculated in the game. Basically each orb spawns X mini-mana orbs, which, with a shader, form the liquid look of the mana. In order to achieve this I need more "mini-mana" than actual mana, which is printed on the cards. For now 1 actual mana equals 10 mini-mana. That means the basic mana orbs that show 0.2 mana spawned when hit, actually spawn 2 mini-mana into the vial. Therefore, 5 basic mana orbs generate 1 actual mana. 

I chose to do it this way to avoid large mana numbers on cards and costs in 10 mana increments. This system may change in the future, I'm not sure about showing decimal numbers for player feedback - it kind of feels weird. What is your opinion on this? Let me know.

Next Update:

The next update is planned for the 01.Sep.2023 and will most likely include:

  • a mini-boss
  • more variety of cards, relics and events
  • a ton of refactoring (which hopefully will result in less bugs)
  • maybe more

Files

Majinko_v0.02.zip 48 MB
Jul 31, 2023

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