Week Five: Alpha Testing

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We're in Alpha!!

Accomplished a lot this week just bringing the game into a state of completion; play testing also revealed a decent number of bugs which are now fixed.

The first alpha tester also played the game this week!

Progress

Alpha Testing

Alpha testing got underway with our first alpha tester! Watching someone else play the game is such a special moment.

Overall I think it went really well:

Run Lifecycle

The character selection screen is way better now, and the opening event is simplified.

There's also a way to resolve player death. You can revive them for a cost, or carry on without them. Later there will be events to recruit new players mid run, so you can always build your party back up.

TPK is still a little buggy, but technically works.

Enemy Design

Adding in Guard really made the fights more fun. I think I still need some more distinction between offensive and defensive enemies though, as well as adding some more complex enemy turns.

I think adding unique sprites for all the enemies will also help here; right now every enemy just uses the rat sprite, so a lot of fights feel the same even when the move sets are really different.

Cross-Character Synergies

More work to be done here, but there are some interesting synergies now:

I still want to add:

Town Events

I added a simplified version of town events so I could get resting & shopping into the game. I think this adds a lot to the overall run feel, since there's more to strategize around. It also gives a reason to navigate around the map in a specific way.

Card Balance

Adding in Guard made a lot of cards more viable than they were before.

I've also adjusted the starter attacks to be stat/2 instead of stat, so cards from rewards are a lot stronger relatively. Before, you'd have your starter attack Claw: Attack str, and then be offered (eg) Tail Swipe: Attack str. Draw sol (aka Draw 0), which is effectively the same. Having the starter cards be weaker really improves the scaling of taking cards from rewards.

I also worked to make fewer dead draw cards. Ex: Bash: Move an enemy back 1 is now Shield Bash: Shield 2 self. Move an enemy back 1. This way the card is still usable in fights without any guarded enemies, just not quite as useful.

There's still a lot of cards that are intended to be strong late game, which I don't expect to ever be balanced in Act 1. (Ex: Necrotosis: Gain 1 mana per curse in hand.) It's hard to test those for now, since there's not enough time to build into it.

Up Next

After playing act 1, I think I have a better sense of what the game needs next. (It's a lot lol)

To make Act 1 better:

To make game more complete:

This Week

I think it makes sense to focus on making sure act 1 is solid before moving on. It's also hard to build out more content when the balance might change a lot once card removal and shops are introduced.

Stretch goals:

There's also an ongoing effort to finish all the card art & event flavor text. I tend to work on that when I've run out of focus for larger tasks.

Card Library (106)

(24 w/o art, 19 less than last week!)