Make sure to restart any current runs in progress to see the new changes!
New Additions
Remade Steam trailer to have more representative graphics
Added new Mosquito unit to tier 1. 1/0. Start Battle-> Gain +LV of damage for each other mosquito ally
Added new Diamond unit to tier 2. 6/3. Faint-> Lose 1 HP and 1 Damage permanently. This unit cannot be sold or leveled
Added new Zombie unit to tier 3. 1/3. Before Attack-> Consume ally to left and gain +LV of HP and Damage permanently
Added new Fairy unit to tier 4. 2/2. Any stat increases given to this unit are given to all allies in column instead
Added x3 new unit shop spaces that will cost 25, 50, and 75 gold to unlock. These allow additional units to appear each time you enter/reroll your shop. (The prices may change after balancing)
Added "boss fights" to the map where you fight a battle arrangement from the next difficulty tier with enemies that have scaled HP/Damage. Each defeated enemy rewards x3 gold, and defeating all enemies rewards a free item.
"Play" on the menu now takes you to a screen where you can view all the units in each tier before starting your game. It will eventually be used for choosing your difficulty before each new game (and maybe unit pack??? 😉)
Added a menu to see unlocked items and characters. (Character selection no longer in the Settings menu)
Added effect for bee attack.
Balance
Changed map generation so that you won't get two shops, overcharges, merges, rests, or gifts in a row. (Outside of preset levels ie: rest every 20, and shop before final 5)
Changed Satellite unit to a tier 2.
Lowered UFO base HP by 1.
Bug Fixes/QOL
No bugs.... yet! I added the mosquito if that counts.
Extra Thoughts Hello, I hope you are all well! This update was aimed to change the general feel of each run. All the additions- whether it boss battles, buying extra shop slots, or the new units, are my way of making each run feel a little more unique by giving the player some agency in how they wish to tackle it. Will you invest in higher tier shops, or will you maximize your rerolls on weaker shops?? To be honest, I'm not sure how this will effect gameplay balance. The total number of units is now up to 37, so I want to make sure there isn't too much "bloat". My hope is that by adding in the additional shop spaces, the extra probability will make it so that it's not impossible to level up units.
I wanted to add in a difficulty or "ascension" mode this update, but with all the base gameplay changes I want to ensure the game still feels balanced as a whole before I make too many changes all at once. Please feel free to send feedback on how difficult Automoji feels to play!
My next update will include the aforementioned difficulty mode, so let me know what kind of difficulty modifiers you would like to see stacked against you in harder modes! Of course there's the increased HP and damage, but I want to have a few more devilish debuffs that really test your skill. Things like 2 gold rerolls, limited rerolls, more expensive shops, more bosses, less gifts, less rests, etc... The possibilities are endless!
As always, thank you for playing Automoji and I appreciate your continued support!!
Update 0.1.1.2
Make sure to restart any current runs in progress to see the new visuals!
New Additions
All units now get knocked off the screen based on how much HP they were overkilled by
All units now get a recoil effect based on how much damage they take
Made the animations all the units without a unique attack a bit more drastic/obvious
Added effect to Fires
Added effect to Comets
Added effect to Angel
Added effect to Germ
Added effect to Hungry emoji
Added effect to show when Hedgehog or Blowfish do recoil damage
Added effect to show when a unit's shield in gained or broken
Added effect to food units to show when they are consumed
Added animation to dice reroll button
Added tutorial gifs to show the order units and enemies attack
Added tutorial gif to show how player units target enemies
Balance
Lowered damage scaling on Bull a tiny bit
Lowered damage scaling on Smiling Imp a tiny bit
Bug Fixes/QOL
Fixed horizontal text alignment on battle draw popup
Fixed a bug where the description for the merge space would show up behind your units
Fixed a bug where using dynamite to the left of the Moai Statue made a dynamite that would lock battle
Extra Thoughts My primary feedback from day one has been that battles were dull to watch, and that attacks didn't feed like they had any "impact." I had a lot of fun making the battles a little more dynamic and visually interesting! I wanted to strike a balance between the screen being engaging versus too busy to follow. Not every unit has a unique animation, but I added effects to most of the units with effects that trigger outside their turns or have a non-standard target. Let me know if there are any other units you would like to see little animations when their effects trigger!
Beyond that, I changed up the tutorial with the intent to make it very clear as to what all the icons on your units mean and how battles will play out. Hopefully that helps to make the gameplay easy to understand for new players.
My next update will be focused on adding in new difficulty levels to unlock as you complete runs. I am envisioning something similar to the "Ascension Mode" in Slay the Spire. I would also like to find a good way to implement "boss battles" with high risk/high reward on the map screen just to add some variety to runs. I am also going to make a new trailer that shows the updated graphics and animations- so look forward to seeing that soon!
As always, thank you for playing!
Update 0.1.1.1
New Additions
Added background to map
Added scroll bar to map
Changed map to fade-out paths that are no longer accessible to increase clarity
Added backgrounds to battles, shops, etc.. based on how far you are into a run
Balance
Changed Parrot to a 1/2 unit that only copies the highest HP from ally in column
Nerfed Battery space to a +1/1 buff
Bug Fixes/QOL
Added white border to player icon on map to increase visibility
Added drop shadows to all spaces that a unit can be placed on. All buttons should now have a white border, while all spaces have a drop shadow
Changed the fast-forward during battle to a toggle on click instead of a button hold
Changed the fast-forward sprite to a smaller, less obtrusive image in top right corner
Made the card tier part of the mouse-over description after purchasing from shop
Made it so you can't do anything in the first shop during the tutorial without buying a unit first
Extra Thoughts Thank you to all early adopters for all the feedback! My main goal with this update was to give a sense of progression as you play through your run. I wanted to make the map a little easier to read as well! My next series of goals are a little more lofty, as I want to add more visual feedback during battles. I am thinking of the best way to give damage an impact without stuff flying across the screen and being too busy (especially on faster speeds!)
As always, thank you for playing! I hope I can continue to make Automoji better for players moving forward!