New Additions
- Added in difficulty settings! These are stacking debuffs that you unlock by winning a run. The game is still very much balanced around "Difficulty: 0" so I would very much appreciate feedback on how fair the settings feel. Right now you start with an extra +1 gold per difficulty level so you don't lose right away because of an bad shop.
- Difficulty 1: Each battle starts with 2 rats that provide no gold
- Difficulty 2: Fewer random presents spawn on the map
- Difficulty 3: 2 random enemies start each battle with armor
- Difficulty 4: No random rests will spawn on the map
- Difficulty 5: Shops are more expensive
- Difficulty 6: More boss fights spawn on the map
- Difficulty 7: Rest sites only heal 3 HP
- Difficulty 8: Rerolls cost 2 gold
- Difficulty 9: Enemies have more HP and damage
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- Added 4 new map players to unlock for defeating different difficulty levels
- Added "Difficulty Level" to records
- Made an animation for "Battle Draw" popup to make it more clear how HP lost is calculated
- Added new Storm Cloud enemy- Deal ? to a random unit. Lose 1 HP.
- Added 5 new room layouts to each tier to implement Storm Cloud
- Added an animation for Storm Cloud item
- Added an animation for Satellite unit
- Added a coinflip animation to Overcharge spaces on map
- Added an effect when you combine 2 units to level where one shrinks into the other and you get a little pink confetti pop!
Balance
- Made the Mosquito into a 1/1 unit that faints after attack (Way too easy to abuse before)
Bug Fixes/QOL
- Made text pop up once per run to tell players they can speed up battle by clicking during battle
- Made the "space glow" when combining units a pink color to match the color scheme of all "LV" mechanics
- When you hover over a unit that can be combined for LV, the unit not being held does a little shake animation
- Made an arrow appear when you are hovering over a unit you can combine/swap. The arrow fills up to show that you can swap 2 of the same unit after a moment.
- Made the "SELL:X" text on the shop a little bigger
- Changed wording on Blowfish and Pothole from "Attacked" to "Damaged" with the introduction of enemy shields
- Changed wording on the Imp map unlock
- Fixed a bug that made the Diamond unit break infinitely on death and make an awful sound
Extra Thoughts
This update goes out to the helpful players on gamedev forums and the Automoji Steam Discussion page! Thank you for all the feedback; I hope this update addresses most of the ideas you brought to my attention.
On top of that- I finally implemented a difficulty mode! I hope this gives players an extra reason to replay runs outside of unlocking new items with XP. I can't lie- I'm not sure if the higher difficulties are balanced yet. I have still been tailoring all my balance changes around the base level difficulty. Any balance feedback is appreciated! I think giving players the option to tailor runs to their preferred challenge level is important. It is by no means required, but I put an extra few unlocks in for the expert players that devote their time to winning those challenges.
For the next update, I think my goal is going to be touch up the UI to make it a little more visually appealing. Hopefully in that time, I plan to put Automoji on sale to get some extra players for a wider range of feedback. I expect to balance the difficulty modes over the next few updates as well.
I have been planning out pack 2 intermittently, so that may be on the horizon!
As always, thank you for playing! Take care!
-Karl @ Automoji
Changed files in this update