Development Log: 7/22/19 Demo V.1.2 Release


Hey guys it's been a long time since I wrote a devlog here on Itch. , but I'm back for this major update to my game!

Controller Support

First and foremost, controller support has been re-introduced  and should work with more controller. I've tested the game on Xbox 360, Xbox One and PS4 controllers so far, but it should function with others as well.  

Updated Combat System

A major problem was how unreliable hit detection was when trying to hit smaller enemies. This problem has been fixed along with a few additional things. Heavy attack damage is now tied to your combo counter, the higher you build your combo the higher the damage multiplier will be on your heavy attacks. Additionally, I chose to remove the unbalancing mechanic on heavy attacks in favor of this new system.

Updated Spell System + Allowing Players to edit their cards

So, one of the biggest suggestions I have received from players is that they really wanted to use the cards they discovered in dungeons, and for the longest time, this feature both didn't work yet and was locked behind completing levels. After consideration, I felt that allowing players to edit their cards on the fly both allows for both strategic options, which I will discuss, and overall makes the game feel better. As for the new spell system, the system is relatively the same compared to the last versions with a few more additions. The first being, the ability to cycle through cards in an Arcana. This allows you to skip the current card to the next card in your Arcana! Another feature added is monster elemental typing. Each enemy in the game now has an element associated to them, hitting them with a spell that is their weakness will do bonus damage. On the other hand hit them with the same element and you will do less. Adjust your cards to help you beat them! 

Oh, I forgot to mention that a lot of the spells have been reworked as well to improve performance and reliability. 

Talent Trees

This feature like the card editing was also locked behind completion of level. This has not also been added so you can edit your talent trees on the fly. Also, all of the talent trees have been reworked to give each hero their own unique identities.  Before, many of the trees were filled with filler talents just granting passive stat increases. I thought this was kind of boring so I chose to shift the talents to more active abilities! Other than those changes, I consolidated many things in the trees to increase usability.

Many UI Updates

I chose to rework some of the menus in the game to help increase the readability. I have also added a journal menu to give tutorials for players. There are many more changes but I honestly can't remember all of them. Player and enemy silhouettes have also been added to help with visibility when your character is being obstructed.  

Secretly More levels have been made as well but those aren't in the demo. :p

Here's one

Here's another

Those are the main things that have changed gameplay-wise. Overall I believe that this version will be a pretty accurate vertical-slice of what gameplay will be like in the game moving forward. Thank you everyone for your patience. Hopefully I will see you guys soon!

Files

7_12_19_HS_Demo_Build_1.2.zip 126 MB
Jul 22, 2019

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