Development Update #2 - New game mode + cool features
I received over 300 comments on the Steam demo and Kickstarter playtest, which allowed me to update the game a lot and especially balance it. First things first, thank you to all of you who took part in the testing! <3
I worked a lot these last few weeks and here are some of the new functionalities I have developed. They will be available at launch on March 29th (that’s soon!).
New Game Mode “Journey”
This game mode is aimed at players nearing the end-game. It allows the player to modify the rules to progressively increase the difficulty by monitoring different parameters (see picture below).
It’s kind of a mix between what is available in Hades and Slay the Spire.
New game mechanic: Skulls
I’d say the most frequent feedback was the frustration linked to not receiving any reward when attacking an enemy (in comparison, on the Itch Game Jam version, the player received gold). It was intentional as I didn’t particularly want to encourage violence but it was a big source of frustration. So I modified it!
Now, attacking an enemy will give the player skulls (no other way to collect them!). Similarly to coins, skulls can be spent in special chests during the game (no corrupted items in these chests btw).
I’m pleased with this new mechanic that encourages taking risks. In addition, these skulls will count towards the player’s final score.
New game mechanic: Enemy status
Certain enemies will now inflict a status effect when attacking or being attacked. These effects will have the same “duration” as the enemies damage stat.
I like this mechanic a lot because it make these enemies rather weak during the early game but especially powerful by the end of a run.
These enemies can inflict these statuses :
- Poison
- Blindness
- Powerless
New status: Powerless
This new negative status blocks the player from using his power.
Balancing
Lastly, I also balanced a lot (really a lot!) the game and I think I’m pleased with the current build.
The victory rate is roughly 30% for all characters in normal mode when having not unlocked any powerful objects yet. I think that’s a good percentage!
I also increased the difficulty of many of Achievements that were too simple to unlock.
Secrets ? Hidden characters ?
🤫
Wishlist now on Steam to not miss the game’s launch!
Forward (Game Jam version)
Rogue-like card game
Status | Released |
Author | Christophe Coyard |
Genre | Card Game, Puzzle |
Tags | Seven Day Roguelike Challenge, Dungeon Crawler, Minimalist, Pixel Art, Roguelike, Roguelite |
Languages | English, French |
More posts
- [Release] Forward: Escape the FoldMar 29, 2022
- NextFest Update & Itch ReleaseFeb 22, 2022
- Thoughts on KickstarterFeb 07, 2022
- Development Update #1 - New Monsters and more!Feb 01, 2022
- 1st Kickstarter Update (Day 1 - 242% funded!)Jan 25, 2022
- Forward on Kickstarter!Jan 19, 2022
- Christmas & Beta ThoughtsDec 27, 2021
- Game Design: Balancing Challenge & FunDec 02, 2021
- Open Beta for Forward: Escape the Fold!Nov 24, 2021
Comments
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cool!