
Implemented a Reroll system giving a limited number of rerolls at the start of each run to refresh hand cards during gameplay.
New and Improved OST: start screen/main theme music with variation in card selection scene, level selection music with variations and gameplay (level/battle) music is just high pitched start screen music added as placeholder.
Improved 'The Wall' mechanics and visuals, including clickable focus to show attacking enemies, top-of-wall damage textures, and enhanced wall artwork.
Added new visual effects: Unit Spawn, Unit Move Start, Card Movement Trail, Bomb Destroy and Recon Disable/Cripple
Added range skips for artillery, live enemy action debugging, and integrated bottom button navigation pairs across Duoshifter, Card Selection, Level Selection, Rewards, and Shop scenes.
Enhanced UX with keyboard navigation for the Start Screen and Duoshifter Selection Screen which uses a focus indicator.
Configured enemy attack VFX, SFX, and animations to run dynamically based on unit data.
Added a Cursor Status Bar displaying threat attacks and spike trap (self-damage) during card movement action previews.
Added short tooltips for relics and decks.
Replaced unit attacking tweens with animations
Added side dark gradients in the Play scene and a surrounding noise gradient effect in Card Selection and Reward scenes.
Added second descriptions and element icons for Cards, Relics, and Units in the context panel.
Optimized performance by async loading scenes, eliminating lag when opening Settings, Options, Victory Banner, Deck, and Info scenes.
Fixed multiple bugs including enemy behavior/relic crashes, card deselection issues, settings panel scaling, and rewards reroll animations.
The progress is going really well! I hosted a fantastic indies meetup last week celebrating local games with the folks. I got an amazing composer, Qais who is working on the game's track and has already delivered 2 of them. And at the same time, I happen to get in touch with a great artist, Umair who will be making the Steam capsule art which will hopefully get converted into more clicks and traction. Playtest #2 is coming up next week and I am excited to share the newer version of Duoshift with all of you!