Pre-Alpha 1.3.0 Release Notes
Hand of Anima » Devlog
A massive thank you to everyone who has playtested this game so far, and provided invaluable feedback! You are all very appreciated.
Gameplay updates
- Enchanted Oasis is now an interactive node - you can choose to heal, remove a card from your deck, or skip it entirely
- Replaced some placeholder background and some enemy art
- Added new music for battles
- Improved how cards are interacted with in-hand to feel more fluid
- Added version indicator in main menu
- For all cards that require discard to activate: Discard is now listed first in the card description of improved clarity
- Various additional minor updates
Card balance changes:
New standard cards:
- Wildfire - Double the amount of burn on an enemy
- Stasis - Prevent an enemy’s statuses from decreasing this turn
- New Dawn - Draw 1 card. If it is the first turn of this battle, draw 3 cards instead
- Shadow Strike - Take 2 damage. Deal 6 damage
- Vile Ritual - Take 2 damage. Then, prevent all other self-inflicted damage this turn
New fusion cards:
- Painful Trade + Vile Ritual = Vile Trade - Draw 2 cards.
- Shadow Strike + Vile Ritual = Vile Strike - Deal 6 damage.
- Abyssal Blast + Vile Ritual = Vile Blast - Deal 12 damage to all enemies.
Card balance:
- Drain -> Deal 2 damage. Restore 1 health.
- Nightmare Vision -> Deal 2 damage. Restore 1 health. Apply 1 daze.
- Abyssal Blast -> Take 4 damage. Deal 12 damage to all enemies.
Starter decks:
- Replaced Drain with Shadow Strike in the Shadow starter deck
- Swapped Fire and Shadow decks in the deck selection screen to display Shadow as the most difficult deck
Bug fixes:
- Different aspect ratios should now work as expected! Please report any aspect ratio issues that persist
- Idemo relic wasn’t preventing healing at Enchanted Oases
- Potentia fixed to resolve in the following way (as originally intended): Deal 3 extra damage per damaging attack against an enemy, but you take 1 damage each time you play any card
- Fixed issue where you could quickly play a card before the discard prompt appeared for cards that require discard
- Fixed issue where, when following the above steps, you hand of cards would be stuck in the middle of the screen
- Fixed visual issue where, when fusing, a nearby card in hand will scale up for the duration of the fusion process
- Fixed issue where, after fusing, if you were already hovering a card in hand, it would not detect the hover until you move the mouse
- Fixed the issue above for other scenarios, including discarding a card and playing a card
- Various additional minor bug fixes
Known outstanding bugs/needed improvements:
- Still a few scenarios where cards can't be inspected
- Remove map generation button (this will come in the near future - feel free to continue using it for testing purposes in the meantime!)
- Missing ability to continue your game where you left off after closing or returning to main menu
- Occasional issue persists where card hover states don’t update in battle after completing an action (for example - after inspecting a card in your hand, then closing the enlarged card view, your mouse position isn’t detected until you move it)
- You can sometimes get duplicate card choices when presented with multiple cards to add to your deck
- More enemies, more cards, more fusions, and more map choices!
Stay tuned for all of the above upcoming enhancements and more in future builds!
Files
hand-of-anima-win.zip 97 MB
Version 1.3.0 Feb 25, 2024
hand-of-anima-mac.zip 106 MB
Version 1.3.0 Feb 25, 2024
Get Hand of Anima
Hand of Anima
A roguelike deck-builder where you can fuse cards together.
Status | In development |
Author | Kevin Hill |
Genre | Card Game |
Tags | Deck Building, Roguelike, Turn-based |
Languages | English |
More posts
- Pre-Alpha 1.4.0 Release NotesFeb 29, 2024
- The Hidden Hook: A Retrospective Analysis of Our Blind Spots in Game DevelopmentFeb 10, 2024
- Pre-Alpha 1.2.0 Release NotesFeb 10, 2024
- Pre-Alpha 1.1.0 Release NotesFeb 05, 2024
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