A look to the (near) future
Hello Talenters!
Since our latest update, we’ve seen a huge influx of players. We’ve officially reached over 7,000 browser plays, with 4,226 of them in the last few weeks!
There’s been some great feedback and reviews from players, and we’re extremely motivated to get going with the next update. All feedback is discussed in our sessions, so if you have something you’d like to see or be fixed, join us on discord.
Resource and abilities rework:
In the next update, we’ll be focusing on adding new abilities, and re-balancing old ones. We’ll also be changing the resources that characters derive their attacks from.
Currently, all four characters use mana for their abilities. Whilst this makes sense for the Wizard, it doesn’t really fit the theme of the other three. To fix this, we’ve decided to change the resources used. The new resources for each character are as follows:
Archer:
We have removed mana cost for all the archers abilities and introduced a charge system. Existing abilities such as bandage, barrier and mine will now start with two charges at the beginning of each day. When you’ve used them all, you’ll have to wait until the next day to get them back.
We hope that by removing the mana cost, new players will find the game easier to learn whilst maintaining the challenge of resource management for those more experienced. You can take a look below at the abilities to see this change. (The mana will be removed!)
Warrior:
Mana will be replaced with Rage. The warrior will begin the day with an empty rage meter (although some talents may grant access to Rage at the start of the day).
Rage generates when the Warrior deals damage with a basic attack, or if they receive a hit from an enemy (even if parried). Each of these generates 1 point of rage.
Abilities will have varying rage costs, averaging around 10 points of rage.
Summoner:
The Summoner will start their day with a full Spirit bar that can be extended with talents. Both basic attacks and abilities will use spirit.
Spirit will regenerate when the player does not attack or cast an ability for a short amount of time.
We hope that this will solve the issue with players mindlessly firing basic attacks down all lanes, and encourage more thoughtful attacks - using quiet moments to regenerate spirit.
Character select screen:
We’ll also be re-designing the character select screen. We had some feedback that new players were not aware we had more than one character! To combat this, you’ll now start the game on this screen, rather than having to complete a run to get to it.
You can look at the level you have reached for each character, and choose your mastery here. You might notice that the traits you unlock are missing here. Worry not, we’ll be adding a second screen for these choices.
We also think this mock up screen looks great and should really elevate the game. A big thank you to Ryue for their consistently amazing art and design ideas!
That’s it for now! We’ve got loads more planned, so keep an eye out.
Stay safe, stay Talented 🙂
Talented
Roguelite with Procedural Skill Trees
Status | In development |
Author | TurtleFox Games |
Genre | Action |
Tags | 2D, Cute, Game Boy, Pixel Art, Retro, Roguelike, Roguelite, Shoot 'Em Up, Top down shooter, upgrades |
Languages | English |
Accessibility | Color-blind friendly |
More posts
- Talented 0.10 Moves to SteamOct 31, 2023
- Devlog #41 - Full Steam AheadOct 15, 2023
- Devlog #40 - Go BigSep 29, 2023
- Devlog #39 - RechargingSep 15, 2023
- Devlog #38 - Setting The ToneSep 02, 2023
- Devlog #37 - Home StretchAug 04, 2023
- Talented 0.9.26 - Nature's BountyJul 18, 2023
- Devlog #36 - Life and DeathJun 11, 2023
- Devlog #35 - Skill IssueMay 27, 2023
- Devlog #34 - And Many More...May 12, 2023
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