Patch 0.6.0


Version 0.6.0

Bug fixes:

- Now the game always ends for a player who loses his coins, even if he had a chance to regain some at the beginning of the next turn.

- “Main menu” in the match result screen now properly returns to the main menu instead of restarting the game.

- The coin count now properly refreshes when it’s changed multiple times during a short timespan.

- Target indicator no longer appears if the selection was made before the supposed start of the target indicator’s animation (which could happen if the player clicked very fast).

- Effects triggered on targeting are no longer cancelled if the targeting effect removed unit from the board.


Card changes:

- Changed the descriptions of conditional cards so their description would fit the “if something, do something” formula instead of “do something, if something” 

Turns out some players happen to read only the first half of the card description, realising it has a condition only afterwards. I believe swapping it will make it harder to miss the condition. Also, I think now it should resemble descriptions known from other card games (which should be my reference point anyway).

- Changed some “play” abilities of units to different abilities (mostly triggered during the start of turn and at the end of turn).

Having no cards with useful abilities can be discouraging. Some “play” abilities had conditions difficult to meet, which made them feel worthless during the first turns of the game. Changing them to passive abilities allows them to be triggered later on, making them feel like a worthy investment.


Balance changes:

Cat - Play: move up to 2 dogs to its zone and banish this cat.

changed to:

Cat - Turn Start: move up to 2 enemy dogs to its zone, then banish this cat.

This card, although being interesting, was one of the strongest cards in the game. Delaying its effect makes it weaker on its own, but also gives the opponent the opportunity to prevent the effect, making the match more interactive.

Cat - Play (enemy zone): move up to 2 rats to your zone.

changed to:

Cat -  Play (enemy zone): move all rats to the neutral zone

Moving two enemy units to your zone at once was a huge swing of power, especially if you managed to steal rats with passives.

Cat - Play: banish all rats from the neutral zone. Draw 2 cards for each banished rat.

changed to:

Cat - Turn end: if you have less than 3 cards in hand, draw a card.

This card could occasionally draw a humongous amount of cards, making it way too overwhelming for the player who did that. Changed the card to make it more consistent.

Cat - Turn start: draw a card for every lady in your zone.

changed to:

Cat - Turn end: if there is a lady in your zone, draw a card.

I want to reduce the odds of drawing a huge amount of cards during a single turn.

Dog - Play: draw 2 cards if there is a man in your zone.

changed to:

Dog - Play: return a cat from an adjacent zone to your hand.

Having too many cards on hand at once can be overwhelming. I’ve changed it to be overall more reliable.

Dog - Play: return an enemy cat to its owner’s hand for each dog in your zone.

changed to:

Dog - Passive: whenever you play a dog, return an enemy to its owner’s hand.

This change will make it overall more reliable and less extreme.

Dog - Play: play another card in your zone for free if there is a man in your zone.

changed to:

Dog - Turn start: if there is a man in your zone, play a card in your zone for free.

Turning it into a conditional ongoing effect will make it more reliable and interactive than the previous version.

Dog - Play (enemy zone): move up to 2 cats to your zone.

changed to:

Dog - Play (enemy zone): move all enemy cats to the neutral zone.

Similarly to one cat, moving 2 units to your zone at once was a huge swing of power.

Lady - Play: draw 2 cards if there are at least 2 units in the neutral zone.

changed to:

Lady - Turn end: if there is at least 1 unit in the neutral zone, draw a card.

Again, reducing the rapid increase of the cards in hand, also making the card more reliable overall.

Lady - Play: discard a card to move up to 2 units from the enemy zone to the neutral zone.

changed to:

Lady - Turn start: move an enemy man to the neutral zone.

Reducing the initial impact and making the card more interactive.

Man - Play: return an enemy to its owner’s hand for each dog in your zone.

changed to:

Man - Turn start: if there is a dog in your zone, return an enemy to its owner’s hand.

Reducing the initial impact and making the card more interactive.

Man - Play: move an enemy lady to your zone if there is a dog in your zone.

changed to:

Man - Turn start: move an enemy lady to the neutral zone if there is a dog in your zone.

Same as above, reducing the initial impact and making the card more interactive.

Rat - Play: return an enemy lady to her owner’s hand for each rat in your zone.

changed to:

Rat - Turn start: return an enemy lady to her owner’s hand.

Making the card more reliable and adding a possibility of counterplay.

Rat - Play: banish an enemy for each other rat in your zone.

changed to:

Rat - Turn end: if there is another rat in your zone, return an enemy lady to her owner’s hand.

Same as above.

Other:

- Disclaimer is now displayed only once per game run

- slightly increased inverals between animations to make the game less overwhelming for new players

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