Runescript 1.1 Devlog
Since Runescript's launch just about 2 weeks ago, I have taken some time to gather valuable feedback and make changes that should make Runescript a more enjoyable game, without changing the game's fundamentals. I also added in visuals, reworks, and everything I wanted to do for 7drl but didn't because I ran out of time
v1.1
[VISUALS]
+gateways now have text telling what addition they can add
-this can be turned off in settings
+player now flashes red on low hp
+card stack now has a number displaying how many cards are left in pile
+you can draw the player's hitbox. off by default. toggle in options
[GUI]
+passives no longer appear in your playing hand
+instead, they appear in a separate stack on the right
+hand gui is now larger
+cards no longer overlap currently selected card
+currently selected card is now drawn larger
+card text should be more legible now
[GAMEPLAY]
+to compensate the larger gui, gamespace is now larger
-relative vertical gamespace [vertical gamespace not covered by card gui] is exactly the same
+Autoaim [off by default]
-allows you to automatically aim cards at nearest enemy
-toggled in settings
-hopefully makes playing on laptop less miserable
+Card selection can be moved left and right by Q and E respectively
-scroll wheel still works
-hopefully makes laptop play less miserable
+Card can be activated via space
-left mouse still works
-hopefully makes laptop play less miserable
[BALANCE CHANGES]
wind card
the wind card was designed to offer crowd control in a game that as of right now just doesn't need it.
+wind card maximum falloff reduced from 100% to 50% (enemies in card range will take at least 50% base KB, rather than as little as 0%)
+damage from abrupt KB stop doubled
+wind card now has 10 minimum damage
+wind card now stuns enemies briefly, and moreso if stopped by a wall.
fire card
the fire card isn't bad persay, but it is really slow. in addition, fire cards only affecting non-burning enemies made fire-centered runs too slow
+fire passive and boons now increase damage per tick instead of number of ticks
+fire cards can now stack with other fire cards, but not themselves. initially, making fire cards stack created a problem where one enemy would eat pierce from 3 fireballs, which isn't what you would expect from the card's description. I didn't have time in-jam to properly rework the card, so I made fire cards unable to stack. I have rectified the situation.
+to compensate for these power buffs, base duration (and damage) was nerfed from 100/5 seconds to 80/4 seconds.
spirit card
the spirit card was designed for cleaning up after things like the fire card and storm card, but it's damage potential is simply too low, even in best case scenarios
+each spirit now does 25% more damage (20->25)
+on enemy kill, spirits now split in two rather than simply pierce
+spirits seek the lowest-healthed enemies by default
healing card
base level healing cards aren't entirely over powered, but if you buff them up with boons and passives, they trivialize taking damage pretty easily
I don't aim to make the game ridiculously hard, but I do want to take away the reliance on healing cards to win. and yes, I do want the game to be harder than it's current state :)
+healing pulses healing lowered by 50% (10->5)
+base healing cards lowered by 16% (30->25)
+player now heals an additional 15 hp at the end of each round, in addition to gaining 10 max hp
Storm cards
I knew when designing the cards that increasing the radius would exponentially increase the area, which is why storms have fall-off damage. however,I underestimated just how big they could get, and just how powerful they would be. right now, hard focusing storms is an easy win.
+base damage now scales inversely with area at one third the rate of scaling, starting at three times the area. increasing the storms area will still increase the max damage potential, just not as much
+to compensate, maximum damage fall off reduced from 100% to 50%
earth cards
personally, I feel like in many games summoning based weapons and attacks are either incredibly powerful or incredibly weak. Runescript is no exception. for quite a while during development, earth golems were extremely op, trivializing the game by instagibbing enemies. so I nerfed them in 3 different ways, and they ended up being too weak
+base health and decay rate tripled. (25 -> 75, -1 hp/s -> -3 hp/s)
+damage to self when hitting enemy doubled (5 -> 10)
+damaged to enemy raised by 50% (20 -> 30)
plant cards,ice cards
+no change made yet, evaluate with change to boons
Boons
Boons are incredibly powerful. this was by design. the idea was that you have to take a risk when taking a boon, because you might not get an immediately beneficial boon, and even if you do, you have to get the same boon multiple times to really pop off. the problem is that getting the right boons is too easy. building around 2 cards + healing gave you a 75% chance of getting at least one beneficial boon, so boons are almost always an auto-take. even if you hard focused a single card, you still have roughly 30% chance of getting it, and a ~60% chance if you ran 1 card + healing. all that to say is boons are too safe to take, and so I am reducing the boon choices from 3 to 2
[BUG FIXES]
-Swordsman and Brute damage can no longer go negative, healing player/summons.
-Cards no longer consume multiple cards for one attack if you spam them
-Card hand no longer resets before the activation of your final card, invalidating your passives
-Tutorial now properly marks itself as finished without needing to reboot your game
-fixed incorrect hitboxes for pause and victory menus
Files
Get RuneScript
RuneScript
A deckbuilder bullet hell designed for 7 day roguelike 2022
Status | Released |
Author | Chingine |
Genre | Action |
Tags | Action-Adventure, Bullet Hell, Deck Building, Roguelike |
More posts
- Runescript 1.2 devlogMar 30, 2022
Leave a comment
Log in with itch.io to leave a comment.