Pre-Alpha 1.4.0 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:
- Updated enemies to reflect the current map’s forest theme (additional themed maps planned to arrive in the future, each with different sets of enemies and meta progression)
- Adjusted gold and anima rewards
- Minor update to fusion VFX
- Cards are greyed out in hand if you don’t have enough spirit to play them
- Improved battle screen top UI
- Added ability to view remaining cards in your deck while in battle (sorted by archetype, then alphabetically)
- You can no longer encounter the same enemy twice in a row
- Updated the daze status -> Afflicted unit has a 25% chance to skip their action per stack of daze. Loses 1 stack if this effect activates
- Various additional minor gameplay improvements
New cards:
- Shieldbane - Remove all block from an enemy. If you do, gain 5 block.
- Chilled Charge - Interrupt an enemy’s charging attack. If you do, apply 3 chill.
Card balance:
- Wildfire -> Reduced spirit cost to 1
- Celestial Strike -> Reduced damage to 6
Enemy updates:
- Removed Demic and Pincera, replaced with 2 new enemies: Arabor and Grave Robber
- Removed Embrus (for now), replaced with Ceruvia
- Added 2 additional new enemies: Shrogre and Birchoak
Bug fixes:
- Fixed duplicate card choices at Forgotten Library and battle rewards
- Fixed a bug that would cause battles to freeze under specific circumstances
- Fixed a bug where enemy statuses wouldn’t always update immediately under specific circumstances
- Fixed some scenarios where a card wouldn’t show as hovered while hovering it
- Fixed a bug where hovering player runes would highlight items in Treasure Trove, Mysterious Merchant, and Forgotten Library
- Fixed some instances where cards would not update damage to reflect the player’s chill status damage reduction
- Fixed a bug where rapidly clicking on the Game Over screen would freeze the game
- Fixed a bug where after Game Over, if there is still at least 1 enemy that hasn’t taken their turn, then the next enemy will still take their turn, even though the battle has ended
- Fixed a bug where some tooltips could still be hovered from the Victory or Game Over screens
- Fixed a bug where if the only card(s) left in your hand were unplayable, your turn would not automatically end due to technically still having enough spirit for those cards
- Fixed visual bug in the audio settings menu from the map
- Fixed bug where music wouldn’t change after navigating to the main menu from battle
- Fixed a bug where some buttons would retain effects (like scaling up) between closing/opening menus
- Fixed a bug where Cold Snap dealt more damage than it was supposed to
- Fixed a bug where, when removing a card from your deck, sometimes the full deck view would flash open briefly, then disappear
- Various additional minor bug fixes
Known Improvements/Issues:
- More cards, fusions, enemies, and maps!
- Inconsistent SFX volumes, especially when they stack
- Add enemy intent indicators (waiting on icons from artist)
- Allow saving progress when leaving a run or returning to the menu
- Better discard animation
- Clearer graphical indication that fused cards don’t go to your discard pile
Stay tuned for all of the above upcoming enhancements and more in future builds!
Files
hand-of-anima-win.zip 97 MB
Version 1.4.0 Feb 29, 2024
hand-of-anima-mac.zip 106 MB
Version 1.4.0 Feb 29, 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 1.3.0 Release NotesFeb 25, 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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