We are currently focusing on polishing our new "dungeon" system, performances, and revamping card and progression mechanics. This morning, when I was out on the porch, I saw clouds forming these ominous words: "Write a devlog, or else…" Oh my, this seems to be a sign, and who am I to oppose the higher power? Really curious to hear what people that tried the demo think and feel about the new game's visuals. The Break Distance card, that every one of you hated in the demo, now works way better with this camera view. We also changed camera perspective to isometric as it allows for more depth and more space covered by the camera, so battle arenas become larger and thus open more possibilities during combat. That means going with safe, but solid directions in terms of visual style.
While our first priority is to make a deckbuilder that would surprise the fans of the genre, we also want to make this game as approachable as it could be. What I mean by this is that all of the objects on scenes would be made out of cardboard or paper, clouds would hang on the threads from the ceiling, and the floor would always be made of wood.īut when we tried it out, we quickly understood that this style of visuals will always be perceived by players as a very "niche" game, and that's not really the direction we want to undertake.
After the October's demo we also wanted to make the visuals more theatrical.