September Update v0.03 - Buff Cards


Hi everybody!

I am happy to announce, that a new type of card has arrived: the "Buff Card". A staple of many digital deckbuilders, these cards have lasting effects on the level after playing them and are then unplayable for the rest of the level (exhausted). For some reason I still don't fully understand, these gave me quite a hard time when saving/loading a current run. I manage to fix the problems though, somehow.

In the future these cards will also be stackable, like the sphere-changer cards - but that will have to wait for a future update.

Otherwise, our lovely artist made new sprites and animations for many of the attacks, and we introduce a new enemy: the "Stone Golem". See for yourself what it does in-game.

These are the new changes for v0.03:

Gameplay content:

  • New card type: Buff
  • New cards:
    •  Shield Beetle
    • Warding Rune
    • Bubble Wand
    • Freeze-dried Cauldron
  • New relics:
    • Hoarfrost Dagger
    • Searing Rune
    • Freeze-Dried Cauldron
  • New enemy:
    • Stone Golem

Bugfixes:

  • Attacks now resolve properly in order first-in first-out as intended

Sound and Visuals:

  • Added new spell effect sounds
  • New sprites and animations for all attacks
  • Tweaked particle systems of orbs and spheres a bit
  • Buff/Debuff Visualisation for the player with tooltips explaining the buffs/debuffs
  • New health and shield visuals for the player

Other:

  • Major refactor on card handling and how cards work in the back-end
  • Added different enemy combinations for combat, which are picked randomly

Files

Majinko_v0.03.zip 49 MB
Aug 31, 2023
Majinko_v0.03_linux.zip 2.2 kB
Aug 31, 2023

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Comments

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hey! since you asked for feedback:

  • the tutorial is entirely darkened for me: pic
  • the default way that Unity handles resolution is always weird on my monitor (1680 x 1050), so i can't see some of the screen
    • i think as a result of the resolution difference some elements are misaligned, look at the bottom left of the picture for an example
  • the starter deck isn't interesting, and nothing i encountered seemed to have any sort of interesting synergy, just "gather x resource to activate y effect"
  • i find that having to play cards and then set up a shot every turn to be overly complicated
  • having to hit a specific peg just to deal damage is unsatisfying and makes the game feel like i'm doing nothing most of the time
  • the aimed shot feels like it has more gravity than it would in games like Peggle or Peglin, meaning that i don't feel i can make satisfying accurate shots like i could in those games because i have to aim above what i'm trying to hit to compensate for gravity
(+1)

Thank you for your feedback. I'll take it into consideration for the next update.