Dandy Ace · published

The focus on the Cards in this patch was mostly to make the melee cards stronger and better to use. As the gameplay was heavily dependent on the player's ability to kite the enemies, melee cards were not strong enough to compensate for not utilizing ranged cards.
Another big topic within the community was around our dash cards. We focused on improving the dashes usability and game feel, but we didn't add I-frames, as some players suggested (you can find a more detailed explanation on why we made this decision here).
The overall change was increasing how fast the dashes are, to make it more instantaneous, but also decreasing its distance. The distance is an important factor because the dashes were always covering a long distance, players would constantly take damage when dashing or they would have to pay more attention to farther parts of the map to dash safely.
The result of the change was a fast, almost instantaneous dash, with a more controlled distance. Allowing the players to be even more reactive without being too exposed during combat.
Overall, new players gave us the feedback that they were finding blinks easier to use than dashes. Based on that, we decided to swap the starter blue card from a dash to a blink, with the objective to give a more friendlier experience to new players.
In this patch we focused on strengthening some of the offensive trinkets. Players were not using these upgrades as much as we had hoped, since they didn’t feel quite as powerful as some of the other options.
Another point of consistent feedback was that Dandy Ace's walk animation was a little bit "floaty" and that he was always moving too slowly. One of the biggest updates we made were to the walk animation, improving the gameplay feel. Now it feels like Dandy Ace is running in the palace and it feels much better!
One of the most frequent feedback was that to unlock Nnif's cards improvements were too expensive, forcing some players to grind it. For that, we decided to increase the bosses' shards reward. The idea is to allow the players to have access to more shards but only after defeating a boss.
One of the biggest issues we saw within the early days of the game launch was that a lot of players were finding the Entrance Hall too difficult. Because of it, we decided to nerf some of the basic enemies, as well as targeting the Entrance Hall difficulty. The objective is to make the initial experience of the game more accessible and enjoyable.
As the Bunny Butler is the most basic enemy in the game, his attack was too strong. It was either too hard for the player to dodge or it was always putting the bunny in a position after the attack where new players weren't able to punish the enemy.
One of the most important concepts of our card system is the Card's tier. Basically, the higher the Card tier is, the more damage it deals. As a consequence of this, as the player progresses through the palace, the enemies are also higher tier. This means that if a player doesn't change their cards to higher tier cards or upgrade them with the Niftar unlock, the damage output will start to get too low, making it very difficult to beat the game.
However, one of the hardest part for new players is to understand the importance of the tiers amidst of all the cards, upgrades, and enemies. To aid the players, we added a visual cue system that will help players to understand the relative power of their cards compared to the map they are in.

Now to be able to leave the first area of the Entrance Hall the player must collect the 3 initial starting cards.
Players will now be able to earn Dandy Ace Steam Trading Cards and craft game badges!

Twitter: https://twitter.com/DandyAceGame
Instagram: https://www.instagram.com/madmimic
Discord: https://discord.gg/EDby5gp
Facebook: https://www.facebook.com/mad.mimic/