Added a translation item for the "Ever Sharp Dagger"
Made some small balance tweaks to make Act 2 and 3 less punishing from getting hit. This mainly means less damage, but more health.
King base damge 6.0 -> 5.0
Act 2 Damage scale reduce from 25% -> 20%
Act 2 Health Scale increased from 40% -> 50%
Act 2 Elite health scale reduced from 20% -> 10%
Act 3 Damage scale reduce from 33% -> 20%
Adjusted Act 3 spawn rates slightly
Balance Change and Bug Fixes (0.6.1.0)
Hi All, This patch was aimed at game stability and balancing out the early game. I'm blow away by how many people have picked up the game. I'll continue to work on bugs all weekend. If you are interested in helping me out please join the discord (I'm pretty quick to respond). Cheers, Aarimous
Character Balance
After checking the gameplay stats I wasn't happy with the win rates of the characters. To address this I've increased the number on many of the base stats for the characters. The Joker got a lot of love because this is suppose to be the tutorials character and the win rate was very low. I'll key an eye on the stats moving forward.
Joker Health increase from 50 -> 65
Joker Melee Damage (5 -> 6)
Added Joker healing per level up (0 -> 2)
Added Joker Bonus Range (0 -> 1)
Added Joker Bonus Melee Kill Healing (0 -> 1)
Wizard Health increased form 54 -> 58
Wizard Melee Damage increased from 0 -> 3
Jak Max Health Per Level Increased (2 -> 4)
Jak Healing On Level Up Increase (1 -> 3)
Doll Ability Damage Scale Increase (25% -> 40%)
Enemy Balance
In addition to the above character balances, I wanted to pull a little base damage out of the enemies. Don't fear the will be challenge levels in the near future which will allow you to make the game harder for those who want it.
Reduced Pawn Base Damage from 2 -> 1
Reduced Rook Base Damage from 4 -> 3
Reduced Bishop Base Damage from 3 -> 2
Reduced Queen Base Damage from 4 -> 3
Slightly tuned down some of the spawn rates during Act 1
General Balance
Some general changes to smooth out the early game and allow more player unlocks.
Reduced XP Lvl Base Amount from (4 -> 3)
Lowered XP needed for Player Progress Levels. Each level took 100 for XP, this is not only 50.
Bugs and Misc
Fixed a few random bugs, one of which was causing some crashes.
Attempted to fix an edge case where the Bullseye ability would sometimes cause the game to crash.
Fixed bug where Yo-Yo sounds were not playing
Fixed bug where the level up descriptions were not showing right away
Update the enemies act order to prevent race conditions
Update the end of act cleanup steps to prevent race conditions
Small Hotfix Patch (0.6.0.3)
Fixed an strange behavior when switching between a controller and a mouse. This was causing the movement indicator to disappear. This should be resolved now. I will be improving the controller movement handler for both d-pad and joystick. Stay tuned for more updates.
Update a typo for the Dwarven Pickaxe relic
Small Hotfix Patch (0.6.0.2)
Fixed an issue where the loot screen (Level Up & Relic) wasn't working correctly when using a controller.
Small Hotfix Patch (0.6.0.1)
Fixed a small issue where the gameplay data popup was showing behind my little early access note.
Early Access Roadmap
Hi All,
Chess Survivors is now officially in released into Early Access! This is my first game and I'm so excited to keep working on it over the coming months. This post is going to cover why I decided to release into early access and what the general roadmap will be.
Cheers, Aarimous
Why Early Access?
Chess Survivors is my debut game as both a developer, designer, and publisher. As such, there is almost a guarantee that many of the systems will need to be reworks or improved upon. I am a solo developer which is where you come in. I'm hoping you can help me brainstorm ideas for how to improve my game.
Early Access Roadmap
This list is semi-ordered, but will change based on player feedback and what I want to work on next.
QOL Improvements, Bugs Fixes and Balance:
This will be ongoing based on player feedback. But one of the big things I want to do right away is to rework the gamepad controls.
Challenge Levels
This will allow the player to push more difficult content with me having to make the base game harder. I'll be taking inspiration for Ascension levels in Slay the Spire.
More Abilities, Relics, and Character
I've designed these three systems to be easily extendable and as such will be adding a ton more of each. I have plenty of ideas, but I'd love to hear yours as well.
End of Act Boss Fights and Map Diversity
Right now the acts just end, I think it could be fun to have some sort of random act boss appear that challenges you. I'd also like to add in some map diversity so each playthrough feels unique.
Mod Support and other Steam Features
I'm not sure how to add mod support, but this is a good learning opportunity. Let me know if you have any tips or tricks.
Miscellaneous and Scope Creep
I'm not afraid to further invest my time into this game. I think there is plenty of room in the design space to make all the systems incredibly deep and enjoyable.
Demo & Discord
Hey there,
With the upcoming early access release of Chess Survivors on Thursday Nov 10th, I've be disabled the demo. It was a smashing success (for me), mainly because it helped me gather valuable feedback, participate in the Stream next fest, and do a lot of testing for steam things like achievements, gameplay stats, and cloud saves. Over this weekend I hosted a small closed beta which helped stabilize and smooth out the game's difficulty curve. I can’t wait for you to play play Chess Survivors.
In other news, I've launched a Discord server for Chess Survivors. This will be crucial for brainstorming ideas, reporting bugs, and sharing fun gameplay moments. I’d be thrilled if you joined.
I’ll be posting a roadmap and update closer to the early access launch on Nov 10th.
Much love, Aarimous
0.5.0.2 FPS and Physics Quality Options
0.5.0.2 FPS and Physics Quality Options
Added FPS options to setting screen
Added Physics quality to setting screen
Fixed buttons on "About" screen to link to press kit and YouTube channel
Small patch to fix some bugs
0.5.0.1 Small patch to fix some bugs
Fixed a int division issue causing the marble's to no move
Added the right mouse click to the input mapping so it passes the turn
Added a 60 FPS cap, before the game was running at 500-600 FPS which is way overkill for a game like this. I will eventually added a setting to allow the player to lower/increase this.
Pre-Early Access Demo Update (v0.5.0.0)
Tl;dr Reworked characters, new tutorial & controls screen, new run settings, updated game over, achievements test, stats test, new music, added player progression, pickup range added to movement coins, bugs, and misc polish
Note from Aarimous
Wow, we are now about 2 weeks away from early access launch and I've more or less got all the early access features added. This patch adds a bunch of those features and reworked systems to the demo. My goals with these changes were to smooth out the player game loop and gameplay interactions (more details in the patch notes). Over the next two weeks I'll be adding more characters, relics, and abilities to the game. Finally, I'll be doing a closed beta from Nov 1st - Nov 5th. Email me (aarimous@gmail.com) if you are interested in the beta. Cheers, Aarimous
Detailed Notes
Character Rework
Updated Art, I've updated all the character's art so they now have a blue and red color scheme as well as clearer direction. My goal was to make them visually distinct from the other gameplay elements and give them a cohesive style.
Reworked character select screen. Player will now choose a character (based on player progression) at the start of each run. Each character a defined starting ability. This removes the RNG base starting conditions from the game. I found the old system to be fairly restrictive from a design perspective, this change will allow me to create unique characters that have more powerful and synergistic effects.
Characts are now slowly unlocked as the player plays the game and gains progression XP
New Tutorial & Controls Screens
Update these screens to now each have one screen making it cleaner and easier to understand
Added these screens to the pause menu
New Run Settings
Added a run settings screen that appears before each new run
Added a slider that will allow the player to change the game speed. Various speeds will grant progression XP bonuses and slow speeds will disable achievements
Eventually more settings will be added, but right now this is a good enough screen. I'm hoping the XP bonuses will push players to play on the faster speeds, but I also want to allow for slower play for those who want it.
Player Progression and Updated Game Over Screen
Added player progression with persistence so the player can unlock more complex character and relics
Chess Survivors has no meta-progression, but I want the player to feel like they are making progress each run. This system will do that as well as allowing me to have "tutorial" characters and more complex characters as they play the game more.
Updated the game over screen to show XP gained and any new unlocks
Steam Achievements and Gameplay Stats
Added simple steam "test" achievement to ensure this works
Added gameplay stats tracking for game balance. There is also a setting to turn off gameplay data. Note: no personal data is being collected
Miscellaneous and Bugs
New music added to menu and game loop
Added settings screen to main menu and pause screen
Added "Join Discord" button
Added Bug Report button
Movement coins and Potions now get picked up in same range as XP gems. My goal here was to make movement coins easier to grab as before they were cumbersome
Show "new" on relics and character the player has never seen
Updated loot/relics screens to have cleaner UI
Update controller support for various screens
Minor game optimizations to reduce/remove any lag spikes