Genre: Role-playing (RPG), Adventure, Card & Board Game
Fuzz Force: Spook Squad
Announcing Cardterrupters!
Hey everyone, thanks so much for being a part of the Spook Squad. It's been a great first game experience for me.
Now I have my second game to show off titled Cardterrupters. It's a card based deckbuilder this time, (sorry dice fans) but these cards all need seconds instead of energy to use. And using that speed, if you whack an enemy before they can act, you'll remove attacks from their turn. Remove them all and they have to miss their go. Nothing better when turn based is "I go, now I go, now I go again."
It's a deckbuilder where hitting hard and fast is a better defence than stacking up shields. *pow* (And to clarify, picking your cards has an infinite pause, but the rest of the battle is all real time!)
The Cardterrupters Squad is made up of Dina the Dragon and Marshall the Magpie. They're just as determined as Finn and his crew, though maybe not as fearless in the face of ghosts... In Cardterrupters I really want to make each of these characters play differently from eachother, so please look forward to that!
You can now check it out on Steam and maybe drop a wishlist?
-Fix for a softlock when entering battles as Cassie with the Cats Pyjamas
It's a small list but that's all that's broken. Thanks for playing Spook Squad!
Chest softlock bug fixed
Sorry it's taken so long to get it fixed, didn't know what caused it until recently. It turns out that taking a Module at the start of a run would then softlock you on your next chest. But now that's sorted and you can take Modules with no fear.
Also fixed the Barkdiche being able to gain Dodge by cancelling the roll and it now only does it when you roll your Attack Dice.
There was also a report that the counter attack module didn't work consistently but I've not been able to replicate that. If you're able to, please let me know how.
Happy ghost hunting!
v2.1 fixes
Stun Assault removed as it was making the game far too easy New Module added Stun and a Miss: Stun the enemy if you roll a 0 on your Attack Action Dice
Fixed a bug where you would have unlocked an agent's Special Missions even if you hadn't beaten their standard mission
Fixed a bug where choosing to Upgrade Start Dice wouldn't update your stats if you went straight into a battle
Fixed a bug where choosing a Dice as your starting bonus wouldn't show the HUD after leaving the inventory
Fixed a bug where choosing a Module as your starting bonus would show the HUD before drafting dice or a Boonus after leaving the inventory
Fixed The Polter Game event still giving you a dice if you fail the event
Fixed a bug where your Shield would appear at the start of the next battle
Fixed an issue where highlighting your Burn or Static icon would show increased damage if you had Third Degree Burn or Static Conductor Modules equipped
Fixed the Battery Saver Module giving you infinite battery
Clarified the text on the Weakness Exploit Module
Fixed the smoke not appearing on the blacksmith tile during Blindfold missions
Fixed Status Immunity from the Bonus Roll being removed when using Lix's Multi Platinum and Cassie's Hellcat
Fixed some instances where sound effects weren't affected by the volume slider
The battery tokens around the board will update when Peppa's Life Gauntlet uses a potion
Hopefully fixed some wacky interactions with Peppa's Life Gauntlet making her current HP and Battery higher than the maximum value
Cassie's Betrayal Hotfixes (1st Nov)
Thanks for playing the Cassie's Betrayal update! There may have been a few bugs when it launched and these are the ones I've fixed since. Thanks to everyone who has reported these.
Fixed a missing tile in the training area
Fixed the Training Area's second event being a duplicate of the first event
Fixed the Character Select screen when going to the training area
Fixed the dice you start with in the training area not having dice effects
Added a Static skill to the Training Dummy to illustrate the Boo~stiary better
Fixed the Boos~tiary requiring the wrong amount of Mimic Immunity and Mimic Upgraded to unlock their information
Fixed Finn's Charge Blaster applying its statuses before rolling
Fixed the sound effect on Finn's Vampiric Crossbow
Fixed the All Ghosts Captured bonus removing the HUD in Drafty Dungeons
Fixed skipping the first modifier in Boonus Floors if you chose a dice or module from the run start bonuses
Fixed getting duplicate boonuses in Boonus Floors
Fixed the Random Potion boonus only giving 0HP potions on a new floor
Fixed those preset Mimic tiles showing the Mimic. (That's a bit too easy)
Fixed Angelic Fuzz softlocking the game
Increased the roll required for Intimidating Presence from 9 to 11
Hopefully fixed the softlock that occurs in battles when double clicking the Continue button after doing a Bonus Roll
Updated the text on the game over screen to say 4 potions instead of 3 potions
Updated the Kind of a Big Deal achievement to match the changes
Added a cap of 40 to dice
If your Lucky Number is 14,15 or 16 which don't appear on the Lucky Number screen, your Lucky Number will be the lowest number you have a duplicate of (It's a very unlikely situation but would crash the game)
Increased the reward for the Attic's Blood Money event from 4 Ghost Jars to 10
Added higher number options to Events for the new high value dice
Fixed the Peery Painting event also referencing a dice in its choices
Fixed fighting a Mimic as a result of The Chest event stopping you getting the area cleared bonuses
Fixed The Chest event having the wrong percentages of getting a Dice or Module
Fixed the Butler using the wrong animations
Fixed the Butler soft locking the game rolling Skill 3 (it doesn't have a skill 3)
Fixed Spider Wolf not having skill descriptions
Fixed Spider Wolf's Skill 2 Poison Slash doing Status Immunity instead of a poison attack
Fixed Spider Wolf's Skill 1 being a Shield and Attack instead of a Danger Attack
This led to a fix of the Shield and Attack skill starting your turn twice. (Cloche, Clowlche and final final boss use this skill)
Fixed Cassie's Me Too icon appearing on the HUD if you ran into a mimic after fighting her (you greedy soul)
Fixed the lucky number still being lit up after Cassie took her Lucky Me Too turns
Fixed the Polter Pauper one shotting you with his skill 3
Fixed the Final Final Boss Enrage effect not draining Peppa's HP when using Life.EXE
Fixed fighting the Final Final Boss if you met the criteria but lost against the Polter final boss
Fixed fighting the Final Final Boss again if you clicked the 'return to menu' button before getting your Ghost Jars
If you haven't won a mission before, the Final Boss is always the Polter Prince, fixed a bug where another boss was taking priority over that
Fixed the Vsync toggle resetting itself
Cassie's Betrayal is now live!
Greetings Agents,
We've received word that Agent Cassie has also been spotted at the Booville Hotel. Despite rarely being seen since her disappearance 4 months ago, it seems she has definitely sided with the ghosts. If you spot her, do your best to capture her, but the Polter Prince is still the number 1 target.
Signed Captain Fuzz
Want to check out the nitty gritty of the patch and see the detailed notes? Click here!
This update to the game features an additional antagonist; Cassie the Cat. She can appear as a boss in the Forest, Halls and Attic causing trouble each step of your mission. But maybe something will happen if you defeat her on the roof?
Cassie isn't the only new enemy to be added to the roster, every area has an additional 3 enemies, 2 minibosses and 2 bosses to expand on the variety. But with so many enemies it'd be great to have somewhere to store the information you learn about them right? The Boo~stiary is just that. Accessible on both the board and in battle, capturing enemies will unlock their dice, skills and enemy effects to study at any time.
The progression in the game has been altered, both Weapon Unlocks and how you complete Special Missions. Weapons are now unlocked through the total Ghost Jars a character collects during their mission. (Cumulative Ghost Jars, not the amount you finished with. Don't be shy spending them). Win or lose, your Ghost Jars will be added to this total however there are bonuses for winning missions so do your best!
The Special Missions have been turned into individual levels instead of optional modifiers. Completing these for the first time has the primary reward of a bunch of Ghost Jars to go towards unlocking weapons. The secondary reward is to unlock new diary entries about the Agent's pasts, which are accessed through the Boo~stiary.
In regards to game features, the board will flip over its tiles as you progress, immediately showing what is on the tiles you can move to. Use this to see what ghosts are ready to battle you and change your Dice and Modules accordingly or use it to completely avoid a ghost that will give you a hard time. Buuut you'd miss out on that sweet All Battles Clear checkmark.
Speaking of the checkmark, I bet there's something that will happen if you finish a mission with 4 or fewer Potions used, All Battles Cleared and within 55 minutes...
With all these new enemies I bet you're wondering how you could possibly defeat them without new equipment. Well, Dice can now appear with almost any combination of Dice Effects on them. This should expand your build's coverage and open up more options for mixed sets.
And I should mention that Burn and Static have been changed up. Now they do 1 damage for every 4 stacks of Burn or Static or the enemy. Therefore building them up like Poison is much more worthwhile. And it wouldn't be a big update without new Modules to find and balance changes to existing Modules, Ghosts and the Agents themselves.
One last thing for all you ghostly groovers out there, the soundtrack has 4 new tracks in it! Keep an ear out for these when you jump into battles.