I plan on working more on this game in my free time (sadly I only get up to an hour a day most days.)
But onto the update.
Quick update information
I have changed the UI to now show you your abilities and have a new way of showing you the upgrade is available.- This was done due to a lot of people not even knowing about the upgrade area or abilities.
I also added a new system to hold the upgrade system. We now have a level system to track what upgrades are available that is tied to the way that the character plays the game.
- I am still working on this feature and it's balance but it makes balancing the energy a lot better.
- This does mean that the energy generation is a lot slower than it was before this update.
Character Playstyles
So starting with this update I wanted to lock in character playstyle archetypes.Armigog (Rushdown/Brawler)
His style of gameplay will reward taking down your enemy as quickly as possible. He gains meter and bonus experience based on units that fall in combat. His base units are relatively cheap and easy to summon but his stronger units take more gold to summon but can reward the player with more reliable damage. His top ability also summons a powerful unit, himself, to fight on the field and increase the potency of all of his abilities.Ambrose (SpellCaster)
Her playstyle is more focused on taking your time and using your abilities to wear down your enemies. In game you see this as she gains meter over time and gains experience faster overtime. Her abilities are incredibly powerful but her units aren't as strong (either in health or in attack power). Managing your meter and the units you have on the field are crucial to her success.Nirxul (Summoner)
Their playstyle feels initially similar to Rushdown but is purely about summoning as many units as possible. The main units to summon are relatively weak but useful to keep you from losing quickly. As time goes on and you gain more footing your more expensive units can prove to be more troublesome to your opponent. When playing this character you gain meter based on the units you summon and your abilities can do solid aoe to give you a strong late game pushing force.The other characters
I am working on getting them inline based on how these 3 end up playing feelling and balancing. I want to make other archetypes but getting the base ones down is the best thing to start off with to ensure I don't have too much balance bloat early on and have to redo work.I have a lot more planned to make this game better and this was just the start.
The next things I plan on working on is the way the hero's go in and make the use of abilities more interesting and game changing, without breaking the balance of the game of course.
Changed files in this update