Changelog: Week 29


TLDR

  • New asset: Gold ($). Winning a location no longer allows you to exchange the same number of cards. Instead, each won location gives you one gold coin that can be exchanged for one card.
  • Reroll in the store - if you don't like any of the cards in the store, you can now draw new ones for $3.
  • Cards grouped by Rarity. Cards now belong to one of 4 types: Common, Uncommon, Rare or Legendary. Rarity determines with what probability a card can appear in the store.
  • 31 new cards - mainly from Trash, Move and Transform mechanics.

Details

While working on the competition version of the game, we had to make several compromises - we limited the number of cards to 60, removed less interesting locations and reduced the number of actions sending events. Because of these steps, we had to reduce the number of mechanics used to build synergies between cards. Since js13k is now over, we are slowly starting to unwind this, and add the previously removed content to the game.


New asset: Gold ($)

The first change we implemented after the contest was the introduction of gold. In the original version, a player could exchange one cardper each won location. If they did not use all the exchanges after a battle, they were irretrievably lost. Adding a currency solved this problem and introduced an additional dimension to the progression of a single run. As we win more locations, we gain more gold, so more cards can be exchanged during a single visit to the market. It also gives us the opportunity to introduce: rarer cards at higher prices, additional upgrades or items that change the rules of the game in the future, etc. It also allowed us to introduce new mechanics to the market, such as Reroll.

Reroll in the store

Playing runes of 12-15 fights each, sooner or later we notice that our deck is so strong that no card offered in the market will improve its power anymore. Sometimes the reason for this is the RNG and the hopeless set of cards we choose from. To minimize the occurrence of such situations, and maximize the fun, players can now draw new cards offered in the marker for $3. This is the first strategic use of gold in this update.

Cards rarity

Dividing cards by rarity helps balance the game mechanics. Common cards may be weaker or have simpler effects, while legendary cards will be stronger and more complex. This prevents players from having immediate access to the strongest cards, forcing them to commit more to each run. Many uncommon or rare cards are finishers of combos composed of cards of lower rarity. In the current update, every card in the marketplace has an 80% chance of being Common, 18% chance of being Uncommon and 2% chance of being Rare. Other rarities have not yet been implemented. Colorful pin on the right side of the card indicates the rarity.

31 new cards

The 60 initial character cards have been joined by 31 new ones, from universes such as the Kortal Mombat martial arts tournament, the southern Town Known because of the park, or High Tatras back in the Austria Hungary times .  Some old cards have swapped roles with the new ones (e.g., the old Matban is now Flycatcher. Matban is an Uncommon trashing your strongest card in hand). , several have changed prices or their effects have been tweaked. About a dozen new cards work with Trash mechanics (either trashing cards or using trashed cards for other purposes) or Move mechanics. The Transform action, previously supported only by White Wizard and one location, became a full-fledged mechanic and got several cards for its synergy. The introduction of gold as a currency also created a great opportunity to create rare cards that are quite weak, but provide a monetary reward after battle.

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Thats it this week. Thanks for playing Millennials.  For suggestions, bug reports or ideas please contact us either here in the Community  section, or join our Discord. See you next week!

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