Planning content (Patreon)
Content
Hello everyone, I'm here today to explain a little about what I'm doing and some changes we will have at the core of the game.
1 - Planning content:
I got back to a stage of game dev that is complicated. Things are working, but I don't have enough content to know what is really viable or not. My next steps will be making smaller sizes of units and stations to see how it feels and how players will interact with it. So I can put my time on things people really want and not waste too much on things that players will not pay too much attention to.
This will come with a playtest soon, where people will be able to test the new battle mechanics and tower mechanics.
2- Unit uniqueness and battle status effects
As much as I want to make units unique enough, a big problem I'm having at this time is making units combo with each other. Mechanics of units do not always feel like they can be usable in most situations, and synergy may look complicated to understand. To solve that, I'm changing some character defenses and status effects!
Characters will now have their main defense stat divided in 2:
Armor: reduces physical damage received
Magic resistance: reduces magic damage received
And all characters will have status effect resistances that need to be depleted for status effects to trigger (something like Monster Hunter or soulslike status effects).
These status effects are:
Blight: Makes the character weaker and deals less damage (-35%)
Bleed: The character receives a new instance of damage on receiving damage (based on bossLv)
Stun: Massive amount of stagger (based on bossLv)
Break: Reduces armor and magic resistance
Burn: Causes a blast. Causes serious damage over time (based on bossLv)
Lustful: Character gives Lust mana when hit
Poison: Damage over time, stackable (based on bossLv)
Shock: Character gets stacks of static shock; every stack causes damage when received; damage scales with the number of shock stacks. After 10 stacks, shock explodes
This division will make squads of units a bit more preferable against certain bosses that will have different resistances to damage and status effects.
Units' attacks will now be of a certain type (physical/magics) and may inflict status effect damage in addition to their usual attacks. Units will interact more with status effects and have special triggers if enemies or allies have status effects.
as and example, the leafling will now turn into a "physical/stun" unit, while the mushslinger is considered a "Physical/Break" unit. Their normal attacks will inflict their respective status effects.
3 - new units, NPCs, and station
A lot to be created: new units, NPCs, locations, and an animated station are in the works
4- More comic pages are coming soon
I'm now taking more time for art, so a lot more comic pages and concept art will be made!
5- More ways to support the project
I'm thinking of adding a pledge thing where, for a high price of 150 to 200, single time payment, people can have a custom mush designed to be added as a wanderer mushy character inside the tower.
Wandering characters will spawn and walk around in the tower locations while you do your character management. It will be a chance for them to appear, but they will spawn, walk around with animations, and leave. i will have a better example as soon i can make a mush unit test with custom slots.