v0.8 (2022-12-06) — variable squad sizes
Cards n' Varmints » Devlog
small update technically-speaking this time around, but perhaps with a bigger gameplay impact. I’ve reworked a lot of the implementation to organize the enemy into squads that can vary in size (no longer just 3 normal enemies or 1 boss. Without spoiling the surprise I’ll simply say that I’m fairly sure the “one big guy” strategy will not be able to defeat the final wave this time around!
I’m going to mess around with more interesting enemy squads in the near future to make the battles feel more dynamic and less like you are just crunching through hordes of weaklings.
- jazzed up the defeat animation
- some abilities will no longer be offered if at least one team member already has it
- enemy team structured is reworked and rebalanced
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Cards n' Varmints
cute + tough card tactics autobattles
Status | In development |
Author | cryy22 |
Genre | Strategy, Card Game |
Tags | autobattler, Classes, Cute, Deck Building, Roguelike, Singleplayer, Tactical, Turn-based |
More posts
- new name (+ new job)2 days ago
- GGv0.39 ~ 6 new jobs + more stuff i forgotOct 18, 2024
- GGv0.35 ~ continuityOct 17, 2023
- GGv0.34 ~ floatin'Sep 19, 2023
- GGv0.33 ~ hold up... let him refactorAug 24, 2023
- GGv0.32 ~ cards? yeah. i sling thoseAug 07, 2023
- GGv0.31 ~ it's a new dawn, it's a new dayJul 24, 2023
- GGv0.30 ~ get ledger'dJul 07, 2023
- GGv0.29 ~ decks n' discardsJun 26, 2023
- GGv0.28 ~ check the deckJun 18, 2023
Comments
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Great update, managed to get a team going this time and took down the new final wave. I'm ashamed to say it but it took me a long time to realize that the attack stat made the healers more effective LMAO
thanks Bel! I’ve been thinking that I need to convey stat changes a little more clearly, especially in nonstandard cases (e.g. when sturdy is fired, healing), this is good confirmation.