Mini Devlog


Hi, everyone! I wanted to share a few little things I've been working on:

Biggest new addition is the German localization. The majority is now translated and I'm still hunting down bits that I missed but I'm getting there. This also lead me to improving the technique buttons to support larger names so they can now dynamically stretch when the content gets longer, which also helps with the OpenDyslexic font!

Gif of Minjaluna fighting Halazoom, showing the translated German UI

 
Another thing I've been working on, is making gameplay more focused on dice you're using. Exp for each animon is now granted to any die roll above the animon's level (e.g. rolling a 3 and a 4 when your animon is level 2 awards you 7exp). This makes it more interesting and promotes using your benchen animons for at least a few rolls instead of just swapping them in and out for the participation award. It also promotes upgrading your dice. So far, getting more dice was alway much better than upgrading. Now you get to upgrade 2 dice or gain 1 additional d4. I hope that makes the choice more meaningful.
Status conditions are also reworked for Drowning (now called Tide) and Poison. Tide stacks get applied to the opponent and any die that rolls below the number of stacks "goes underwater" and cannot be used unless it is part of a double. This way you can starve the enemy of resources (dice!). Poison stacks get distributed to your dice randomly at the start of the turn and when you use a poisoned die to pay for something, your animon takes damage equal to the amount of stacks on that die. Same goes for

Gif of Kalboo fighting Halazoom showing how poison particles fly to the dice and give them a green outline. When the player drags them to pay, Kalboo takes poison damage.


Some stickers have been adjusted to accomodate the new effects. Potent Poison now adds an additional poison stack whenever a die is poisoned. Dictionary (common, and rare) now award +1/+2 exp whenever a die rolls exp and the mythic one lowers the number you have to roll by 1. So for example when you normally have to roll a 4+ to get exp for a Level 3 animon, you now get exp for rolling 3 and above.


There's also now better previews for techniques. They each have their own symbol (damage, buff, shield, condition) to quickly distinguish what you have available and I've also added a preview number for shield techniques. Previously, you would only get a number if the technique dealt damage. Oh, and double bonuses now correctly apply to buff techniques to, as it was intended.

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