
Demo Update 3.0
This is a bigger update with several changes directly related to player feedback.
Campaign Mode Major Changes
Now it matters how much you win a battle by.
You begin with 20 VP at the start of the first battle. Half of what you win by carries over to the next battle (maximum 40).
This replaces the old “Plague” passive that the opponent had.
If you win by a lot, you get a bigger advantage for your next battle. If you barely win, your next battle will be more challenging. So this kind of acts like “health” in some other deckbuilders.
Now you have more control over deckbuilding.
Instead of choosing your new cards one at a time, you can see all 9 choices (plus 3 passives) at once and choose them in any order.
You don’t have to choose all 3; you can stop at any time.
Your deck begins with 2 Empty Space cards in each round which will get automatically replaced with new cards when chosen. You don’t have to make the difficult decision of what to swap out until later battles.
Yes, this means sometimes Empty Space cards will get drawn in battle which effectively gives you one less choice. But in practice, this would often have been a duplicate of another card anyways, so it doesn’t really change much, and the opponent is in the same situation. The advantage is that it feels more positive when you start adding new cards to your deck because your deck is getting strictly better.
Starting Player
The starting player is now determined with a coin flip (and then alternates each battle if in Campaign Mode).
I’m still trying to decide if it’s better to go first or second. Until I have a solid answer, I’m going to leave things the way they are. The coin flip at least might feel more fair in Campaign Mode (Quick games always started randomly but it wasn’t visually obvious).
Let me know if you have opinions on this!
More End Game Stats
Now the end of battle dialog shows more game stats such as gold spent and attack/defense produced.
Economic Changes
Changed almost all Economic card abilities to make them more interesting
Changed all gold-producing passives to make them more interesting
Reworked the economy to make gold more of a factor in gameplay
Other Card Changes
Rebalanced/reworked some cards that were either confusing or too strong or too weak. More to come in future updates.
Minor Changes
Made the tutorial more challenging (it previously really didn’t matter what you did, you pretty much always won).
Bugfixes and UX improvements
Lots of new card art and some new VFX