v1.13 - Trinkets!
Lost For Swords » Devlog
Hello there! :)
A new update to Lost For Swords just dropped, with lots of cool changes and additions:
- The biggest one: Trinkets! Trinkets alter the game in powerful and sometimes weird ways and hopefully add a whole new layer of strategy and deck building to the game. Trinkets are cards a player to their deck at certain points during a run. Once in the deck, their effect is always active (unlike auras, which are placed on the board and need to be flipped to work). There are 10 new Trinket cards available for both heroes. Looking forward to seeing you break the game! :D
- Glass Sphere is removed, Dungeon Deck is back! In the last patch, I removed the Dungeon Deck and instead added a different win condition: fill up a Glass Sphere to reveal the key to the exit. This kinda worked, but thanks to the great feedback of quebaixo, I reconsidered. While the removal of the Dungeon Deck solved the issue of uneven difficulty spikes, it also made the game… bland, and less interesting. It also removed an important layer of strategy for players to plan around. The Glass Sphere was a flawed attempt at re-introducing a suitable win condition, which didn’t work all that well and felt janky (too bad, I spent a lot of time on the blood particle animations 😟 ). So it was back to the drawing board… but I came up with a new solution:
- Reworked room layouts: with the Dungeon Deck back in the game, I needed a different way to tackle the whacky difficulty curve: In order to make the first room more manageable for players, I tweaked the room layout generation. By spawning walls in the top row, the first room on each floor becomes effectively smaller. This reduces the play area and most importantly, reduces the number of Monsters in the room. That should give players a better start into a floor and balance the game enough… I hope! Let me know what you think! 🙂
- Pushing deals 3 damage to both the pushed card and the card its pushed into, instead of 1. Pushing still felt weak, so I increased its damage potential. Feels better!
- Re-balanced pushing weapons: same reason as above
- Reworked Forged By Flames: upgrading cards during a floor felt a bit out of place, especially considering it was the only in-game change to your cards that would persist between rooms. It was also a card that felt too much geared towards the Rogue. For these reasons I reworked the card.
- Reworked X-Barrels to explode in an actual X-pattern: Previous X-Barrels exploded in a ring, so they were really hard to set off without damaging yourself. Almost impossible for the knight, who has practically no ranged attacks. The new X-Barrels explode in a pattern that allows players to safely attack them with melee weapons. I hope this gives players more strategic opportunities to use the X-Barrels against Monsters. And the name of the card now properly reflects its effect as well, so win-win 🙂
- New cards (apart from Trinkets):
- Powder Keg Bow
- Heavy Hand (not 100% happy with that yet)
- O-Barrel (works like the old X-Barrel, explodes in a ring)
- Lots of other tiny balance changes, some prompted by the new Trinkets
- Ability to view “original” deck while in game
As always, thanks for reading and see you at the next patch! :)
Bye! (ʘ‿ʘ)╯
Files
Lost For Swords Play in browser
Version 17 Jul 27, 2023
lost-for-swords-win.zip 47 MB
Version 18 Jul 27, 2023
Get Lost For Swords
Lost For Swords
Roguelike Deck-Building On The Go! Can you reach the top of the tower?
Status | In development |
Author | MaxBytes |
Genre | Card Game, Strategy |
Tags | Deck Building, Dungeon Crawler, Pixel Art, Roguelike, Roguelite, Turn-based, Turn-Based Combat, Turn-based Strategy |
Languages | English |
More posts
- v1.37 - Mechanical Reworks93 days ago
- v1.36 - Shrines and BalanceJun 21, 2024
- v1.33 - Rooms And RoguesMay 10, 2024
- v1.32 - Who’s The Boss Now?Apr 12, 2024
- v1.29 - Sweeping AttackMar 14, 2024
- v1.27 - More Content, More ControlFeb 05, 2024
- v1.26 - Balancing ActsJan 21, 2024
- v1.25 - Difficulty Modifiers and Starting DecksJan 10, 2024
- v1.24 - Language, please!Dec 27, 2023
- v1.23 - Player OnboardingDec 17, 2023
Comments
Log in with itch.io to leave a comment.
Oh wow, I didn't think my comment would have so much influence! I am very sorry for the blood particle animations, they DID look super good.
I played the new build (downloadable version, the browser version isn't loading on my end) and I loved it! Made it to Room 10 with both the knight and the rogue and it was tons of fun. I love the trinkets, they shake up the gameplay and make the last 2 rooms a bit more doable.
I also love the X-Barrel and the O-Barrel, it adds another dimension to strategising.
I always forget to mention the little graphics/UI-improvements, but they always look good, I love the new animation for shaman.
I wanted to ask, is there a discord community planned for lost for swords? I think it could be really useful for posting playthroughs and comparing strategies.EDIT: Just joined the Discord, can't believe I missed itEDIT: I also wanted to ask if you considered adding some stats on the ending screen? For example, how many gems collected, how many hits taken, highest damage in one round, something like that (I am taking inspiration on Inscryption's Kaycees Mod)
I had the suspicion that the Glass Sphere does not feel good, and your comment tipped the scale and I decided to give it another re-design... good decision I think :)
Stats on the ending screen is definitely coming, also on unsuccessful runs! It's always fun to read those. I might even show damage done or other stats - depending on card type - per individual card, as that can even help players evaluate cards better.