Hello,
Klem, developer of Another Door here,
If you are with us on the official Another Door Discord or have posted on the Steam forum, you may know I try to read every piece of feedback and check every bug report (as well as your reviews, you can be sure I read 100% of them).
I just wanted to say thank you again for your kindness and patience. As you may imagine, dealing with a demo and the future 1.0 release is a lot of work for our very small team. I could ask my friends to help, but none are left, you know... Another Door effect. I'm so happy with what's coming in the 1.0. I can't wait to share with you the new effects or tokens that will be available in the future, but that is not the subject of this post.
Today, we will focus on the latest changes that we will push to the demo! Let's dive deep.
"HYBRID CREATURE" now deals a mix of base damage and effect stack damage.
"BLUE PILL" and "KA-BOOM" effects are no longer linked to the number of stacks you carry. Instead, they have a chance to proc. More globally, the mechanic of saying "if you have X effects, do this" was not satisfying for me, because this was preventing the effect's power from increasing with the number of stacks.
"STATUE OF THE LAST CHANCE" now has different choices depending on whether anyone is dead or not when it appears. And it now has a mushroom choice.
"PHILOSOPHER'S STONE" effects and the "PHILOSOPHER'S STONE-SET TOKEN" now work together. There was no reason at all why you couldn't do it. Long live the Philosopher.
Time latency has been taken into account when choosing the card from the "CHUBBY BUNNY", which means being the host should not give you an advantage during this encounter.
The "IMBOLC" event is now... stronger???
Some effects won't trigger anymore on Minigames and "JA..." (DICTATORSHIP, SMALL SOCK...)
The mushroom value of the "BIG WELL-FED TOAD" cards has been boosted.
Some effects like "DANGEROUS PACKAGE" now trigger at the exact same moment the gem from "ANOTHER DOOR" appears, with the goal of reducing the animation time. Instead of having the effect gem and then the door gem, you have everything at once.
A lot of UI changes have been added for better readability of what happens at the start of the turn, how much and why. As an example, every direct damage is now displayed bigger than indirect damage, and effect names and sprites trigger much more when the effect triggers too.
Monster cards with healing or gem rewards now trigger an animation.
The animation duration when you win or lose a large number of gems now has a maximum length
You can now press the "Esc" key in the menu to open the settings modal.
You can choose to display your Steam name to other players.
Music and SFX volume now sound a lot smoother as you adjust them.
You can now choose to play in a "Slow mode", which will currently give you (and everyone in the lobby) x3 the time to choose during "YULE". I decided to keep this event and give it more time instead of cutting it from the game. In fact, even in non-"Slow mode", it can be hard to read, and that's how it was intended to be played, with stress and confusion.
The host is no longer the only one who can choose to replay the tutorial, meaning new players will always have this as their first experience instead of jumping into a lobby with no tutorial.
It was requested a long time ago on the Steam forum and I didn't forget you. You can now disable particles, as well as screenshake, from being triggered in the game.
Fix a bug that would de-sync the game state between players when they meet Henry from the funfair and at least one of them is dead (yep, it was a tricky one).
Fix a bug where the music was playing multiple times at once.
Fix a bug that made the cursor and token change their depth and blink.
Fix a bug where the effect "HALLUCINOGENIC VISION" was being deleted more than once by Mushroom cards.
A missing character has been added in Italian. (I'm sorry to everyone speaking Italian, I love you.)
The sound effect that made the music quieter during the door choice have been removed. This was causing every cool music beginning to be cut, which was, in my opinion, very sad.
For now, "DUMB HAT TOKEN", "MURKY WATER" and "TAPEWORM" have been removed. They will be back, but I need more time to rethink it.
I may have accidentally added one door to the current biome. No new monster, no different biome... it's just a better number of doors for what's coming next. But I'm not sure. I'm starting to lose track of the numbers since I tested the "DARK WHISPERS" effect.
And that's about it for today, thanks for playing,
Thus the cycle of hatred endures!