Thanks to the kind and passionate judges of Indie Legion's Feedback Fest!
https://itch.io/jam/feedback-fest/results/ui
Metroplex Zero won first place the UI category!
NN Danko, one of the Judges Writes:
"I’m actually a big fan of Slay the Spire game, but now I’m not sure whether I prefer to play it or Metroplex Zero instead. It seems to me the game pushed the amount of possible variants of walkthroughs to double-eternity and every run here must be utmost unique.
...
Music and sounds are cool and immersive, the atmosphere of a cyberpunk is nicely made.
...
The gameplay is just top - the variety of cards, implants, perks and characters with unique stats are amazing. It should be very interesting to collect and build your deck for every new run, but in the beginning…"
Version 0.0.41
UI Improvements:
UI: Added first-time settings scene into the flow
UI: Added Tooltips to Battle UI clickable buttons
UI: Battle shows visual for non-card-cost Resource Changes
UI: Clarity Screen Frame decorative elements
UI: Created Basic Super Focus Mode
UI: Deck Builder - Improved Scout Enemies icon
UI: Deck Builder Button and layout improvements
UI: Deck Builder invalid deck visual clarity
UI: Deck Builder UI Evolve
UI: Enabled the capacity for tutorial to hide all Battle UI Groups
UI: Evolved First-Time Settings scene a little bit
UI: Explains how to get Augments
UI: Hero Battle Resource Counter animates on change
UI: Hide UI for Basic and disable swapping to basic during Tutorial as appropriate
UI: Improved In Game Menu UI
UI: Made Mouse Targeting Arrow less thick
UI: Punch enemy Resource Counter on change
UI: Removed filters from Deck Builder. Gave more space for card
UI: Reworked Battle UI Deck and Card Plays presentation
UI: Shows Disabled Hero battle text for player clarity
UI: Shows Taunt Particles while a character has Taunt
UI: Updated Deck Builder Tutorial to match V5 Deck Builder
UI: Sets Cutscene Text Auto-Advance to false by default
Art Improvements:
Story: Organized Harvestor writing evolved and tuned based on Anna's suggestions
Art: Added Taunt Effect visuals to all Enemies
Art: Created Higher-Resolution Card Exporter
Art: Improved Card Typography
Sound: Tutorial Click SFX
Sound: More level balancing
Sound: Hero Choice SFX
Sound: Hero Choice SFX2
Sound: Pierce SFX upgrade
Bug Fixes:
Bug Fix: Stacked UI Elements in Academy after Tutorial State Update
Coding: Can specify number of cards to draw in starting hand
Coding: Created Card Image Exporter
Coding: Cutscenes can now at the start of a battle and enemies are able to talk mid battle via messaging
Coding: Made the transition into the tutorial adventure work correctly pushing you directly into battle and playing its cutscene
Design: Alexei is no longer the featured hero in this version
Marketing: New Steam Images
Version 0.0.40
New Content:
Story Mode: Organized Harvesters full Adventure Story Included New Cutscene: Metroplex Zero Entrance
Balance Changes:
Rebalance: Enemy won't play Anti-Stealth card unless no other possible targets Rebalance: Hero Complexity Ratings Rebalance: Nerf Entrapping Bubble. Cost 1 -> 2. Shield amount 6 -> 4 Rebalance: Nerfed Yvette's base Armor by 1 and HP by 4
Art Improvements:
Art: Added Ground to Mobile HQ Cutscene Art: Added more Corp Logos to the skyline Art: Created Daytime World Art: Created Set for Metroplex Entrance Art: ElectroDrone rotates Art: Hacker talking character anims wired up Art: Hypervisor is a little smaller Art: Say Goodbye Cutscene glitch effect added Art: Say Goodbye cutscene transitions world from Day to Night Art: Say Goodbye cutscene Video Calls are much juicier Art: Shows Stun effect when trying to resolve a card while stunned Art: Updated Mobile HQ Art: Wired up all Hero Talking Characters Character art: changed weldon to the Lieutenant Animation: Entrapping Bubble animation Animation: Magic Missiles anim is MUCH faster Animation: Updated Returning Round SFX: Stunned for Card VFX sound added
UI Improvements:
Game Progression: Shows Metroplex Zero Entrance cutscene if player hasn't viewed it yet UI: Allows you to speak during cutscenes UI: Changed Leader selection prompt UI: Complexity Rating for heroes is shown as a bar UI: Game Map view shows current Adventure Name UI: Hero Select options are ordered by Complexity UI: Improved Hero Select Tab Buttons UI: Shows a physical card played when a character plays a Reaction Card UI: Trash and Recycle UI widget flow simplified
Bug Fixes:
Animation: Fixed up Heal Animation Bug Fix: Cannot get muliple heroes from Hero Select screen anymore Bug Fix: Correctly calculates Cannot Afford speech for multi-resource characters Bug Fix: excluded members of a retarget are now being excluded Bug Fix: Game now saves after leaving Clinic Bug Fix: Hero Stats not correctly factored into Shop and Card Reward UI Bug Fix: Interpolation for TargetBase with unknown Target Bug Fix: No longer uses same battlefield twice in a row Bug Fix: Now allows 4 Augments per Hero Bug Fix: Prevent Talking Character wiring error Bug Fix: Prevented overlapping resolutions during Status Effects phases for triggers Bug Fix: Saved data so Map is no longer broken Bug Fix: Story End Conclusion Flow Bug Fix: There were two combat starters in GameSceneV5 Bug Fix: UI Secondary Resource not hidden after Augment selection in Level Up Bug Fix: Wrong Battlefield for Anton Part 1 and 2 fights Fixed loading stage segments Fixed up notna medical facility
Project:
Project: Upversion to v0.0.40
Miscellaneous:
Coding: Added player line dialogue segment Coding: Academy goes to Metroplex Entrance Cutscene Coding: Custom Encounter can specify their Map Node icon Coding: Does not show Story Node on map is whole cutscene will be skipped Coding: Error Reporting now includes recent 15 logs for context Coding: Map Minimum Node distance for better Map experience Coding: Skips Reward Screen for Final Boss fight Editor: Exclude useless error message from Error Reporting Coding: Localization Rework Misc: improved story exporter
Version 0.0.38
Patch Notes - v0.0.38
New Content:
Adventure Flow Version 5 is out! Back with Card Shops and map travel.
Brand new Medical Lab Facilities for Medigeneix
Added Universal Clinic Vouchers as a separate currency
Art Improvements:
Art Settings: Switched back color space, materials, and default PP
Art: Added Main Story map node
Art: Added new Space Vista Kit
Art: Added some Battle Screen Shake on damage dealt
Art: Anton Hologram Cutscene Setting
Art: Environment Tweaking to prepare Medigeneix Labs for game
Art: Final Showdown Cutscene Setting
Art: Screen Juice for Party/Enemy HP Damage
Art: Set new Medigeneix Battlefields into Adventure
Design: Adventure Flow 5. Doesn't Allow Shopping right at the start
Sound: Reactive Hooks for Slash/Stab and Throw Grenade
Cutscene: Academy Trainer is animated when he talks
Environment: Tweaked placement of vats on Tech Facility 1
Music: Setup custom Immigration Office Music
Music: Setup Music for Academy Scene
UI Improvements:
UI: Academy Corp Branding added
UI: Academy gives a Benefactor License on training completion
UI: Academy Hides Main Menu button until Core Training is complete
UI: Academy Shows Complete/Incomplete Training
UI: Academy text/grammar/clarity tweaks
UI: Added Cyber Academy. Add Main Menu button to go to Cyber Academy
UI: Added Keyword Rules to Cyber Academy
UI: Evolved Card Reading Tutorial
UI: Goes to Intro Cutscene before Academy
UI: made Push In's wording more clear
UI: Moved Content View Hero Cards/Enemies/Gear to the Academy
UI: Removed Demo language
Bug Fixes:
Bug Fix: Card Scales with detection confusion between Shield and Leadership
Bug Fix: Current Save Game is cleared after run victory
Bug Fix: Cutscene Auto-Advance Flow was broken
Bug Fix: Evolved Hero Augment Level Up selection logic
Bug Fix: Quick cards by otherheroes were preventing Chain
Fixed: Insightful now gives you the resources instead of the enemy
Fixed: Notna missing passive
Fixed: When Vulnerabled reaction could multi trigger
Project:
Project: Added Plattar GLTF Tooling
Project: Print Formatting for The Heist Short Story
Project: Updated PDF Author Link
Project: Upversion to v0.0.37
Miscellaneous:
Coding: Added Story Choice System
Coding: Academy Battle Tutorial completion flow updated
Coding: Added Dev Cheat to clear Academy Data
Coding: Created Academy Data tracker
Coding: Removed Tutorial Question and Data from Saved Game and Adventure Flow
Coding: Resets Battle Tutorial segment data on start
Coding: Setup Deck Builder Tutorial in Cyber Academy
Design: New Opening Cutscene Script
Flavor: Added Cyber Academy Welcome text
Misc: Added multi choice event support
Misc: Now States can be used for conditional dialogues
Misc: Skipping a cutscene will make choices that would have been during the cutscene for you
Misc: Yvette is no longer the featured hero
Version 0.0.36
Patch Notes - v0.0.36
New Content:
New Enemy: Defective Security Bot New Enemy: Distract Bot New Enemy: Energized Bruiser New Card: Assassination Eviscerate New Card: Assassination-Stealth Flawless Execution New Card: Assassination-Stealth Precise Strike New Card: Assassination-Stealth Unseen Menace New Card: Dominik Paragon Ionizing Slash New Gear: Assassination - Honed Weapon New Gear: Assassination - Nano-Incisors
Balance Changes:
Rebalance: Simplified Triage Bot Rebalance: Buffed Electro Backflow Intake Rebalance: Nerfed Scaling on Stealth All Out Rebalance: The Perfect Number now requires 8 Mana, and give more Magic Rebalance: Yvette's Starting Ambition now is 0 Design: Rename Yvette's class to Mastermind
Art Improvements:
Art: Updated 5 Robot Enemy arts Art: Updated Lyssa Art Enemy Art: Riot Bot
UI Improvements:
UI: Added Hero Details View to Clinic/Deckbuilder UI: Added Keyword Rules Panel for ReStealth UI: Hero Details View anim and sound juice UI: Hero Panel header removed UI: Hero Select shows Hero Resources UI: Interpolates Power on cards as the owner's primary stat UI: Motionless Rule Panel UI: Reshaped Hero Detail View augment container UI: Shows Hero auto-resource gain in Hero Select UI: Shows No Augments Installed text on Hero Detail view
Bug Fixes:
Bug Fix: Assassination Augment Mark Broadcaster now works correctly Bug Fix: Bonus Cards and Chain Cards now allow for autoretargeting Bug Fix: Bonus Chain Cards costing mana Bug Fix: End of Turn custom text now shows up in Status Bar Bug Fix: Old Saves are not automatically deleted if you have a new version of the game Bug Fix: Prevent Character Speech Bubble startup issue Bug Fix: Run Stats are now shown in Conclusion Scene Fixed: Heal VFX Fixed: Multi rapid fire sound bugs
UI: Fixed being able to open Game Menu while in Options Menu
Project:
Project: Added new Poster 1
Project: Finished new short story
Project: Upversion to v0.0.35
Miscellaneous:
Coding: Added Reaction Timing Window to ReactWithEffects
Coding: Cards can use Power for Primary Stat. UI Scales With Rule works
Coding: Created Character Animation Sound Sets
Coding: Lockdown and Scheme cards now work with Yvette's stats
Coding: Reaction Timing Ordering
Version 0.0.34
Patch Notes - v0.0.34
New Content:
New Enemy: Cybernetics Expert
New Enemy: Experimentalist
Balance Changes:
Rebalance: Consolidated And Evolved All Enemy AIs
Rebalance: Repriced all Lockdown Cards (Buffed)
Rebalance: Buff Safe Auto-Reloader
Rebalance: Buffed Pulse
Rebalance: Nerfed Nano Schrapnel
Rebalance: Updated Veda's Starting Deck
Enemy Rework: Incentive Manager
Enemy Rework: Sonic Boomer
Enemy Rework: Experimentalist
Enemy Rework: Missile Launcher
Content: Removed MagiChemist from the game
Content: Removed RiotBot V2 from the game
Art Improvements:
Art: New Assassin Enemy Art
Music: Volume Balancing
Music: Loudness Adjusting
SFX: Battle Animation Sfx1
Battle World: Improved Enemy Spacing
UI Improvements:
UI: Consolidates Similar Status Bar Icons
UI: Enemies show their strategy description on Hover
UI: Enemy Beastiary shows cards in a better order and gives you some important additional information
UI: Enemy Hud shows Primary Stat
UI: Hero Hud shows Primary Stat
Bug Fixes:
Bug Fix: Anton Scouting Null Ref
Bug Fix: Cannot display thought doesn't vanish too fast with fast battle speeds
Bug Fix: Encounter Builder used wrong power level math. Now we're out of Minion city
Bug Fix: Finalize Battle Effect run ender
Bug Fix: Reaction Card only displays in resolution zone once, now
Bug Fix: reactions that no longer have any valid targets when they go to activate are removed and dont break the game
Bug Fix: Resource Counter mismatch run ender
Bug Fix: Swarm Attack Interpolation Error
Card Wording: Fixed Ricochet Interpolate
Project:
P
roject: Added Story Template
Project: Upversion to 0.0.34
Site: Added NNZ, Edict and World lore
Site: More World Lore
Miscellaneous:
Coding: Add Card Order Preference to AI Preferences
Coding: AI Added Turn Exclusive Card options
Coding: Changed all Strikers to use GeneralAI
Coding: Consolidated Android AI
Coding: Consolidated Assassin AI
Coding: Consolidated Controller AI
Coding: Consolidated Electro Drone AI
Coding: Consolidated Experimentalist AI
Coding: Consolidated Hacker AI
Coding: Consolidated Hypervisor AI
Coding: Consolidated Medic AI
Coding: Consolidated Notna AI Coding: Consolidated Reward Bot AI Coding: Consolidated Seeker Drone AI Coding: Consolidated Specialist AI Coding: Consolidated Spiderling AI. Factored Focusing into General AI Coding: Consolidated Tank AI Coding: Consolidated Ultimate Specialist AI Coding: Enemy Specialist prefer not to Attack by default Coding: Random Grenades can hit stealthed targets Coding: Smart Card Preferences are now cumulative instead of hard branching Coding: To prevent crashes, only gets Maybe Transforms Editor: Enemy AI Preference Tool Editor: Enhanced Hero Content Summarizer Tool Editor: Lists all Enemy Descriptions Editor: No error reports for active development coding messages Editor: Tool to check all Heroes for Content Completeness
Version 0.0.33
Patch Notes - v0.0.33
New Content:
New Card: Arcane Bolt New Enemy: Bubble Swarm New Enemy: Camera Bot New Enemy: Rocket Hawk New Enemy: Triage Bot Balance Changes:
Enemy Retune: Corp Samurai Rebalance: Boost Shields, Spirit of Valor, and Nikola Amplifier Rebalance: Buffed ElectroArc Rebalance: Buffed Emergency Tactical Shield Rebalance: Created Victoria V4 Paragons Rebalance: Enemies can now use a Photon Area Scan if all heroes are stealthed Rebalance: Enemy AI is a little bit smarter about when they use AoEs Rebalance: Expose Rebalance: FL13 Updated Starting Deck Rebalance: Increase Late Scaling on Enemy Difficulty Curve Rebalance: Missile Launcher Rebalance: Removed later non-resource General cards from Reward Pool Rebalance: Reworked Channel. Retuned Fireball Rebalance: Spiderling Rebalanced: Tightened up the Encounter Builder constraints for smoother flow Site: Medigeneix Detailed Lore Card Improvements:
Card Wording: Interpolate Reverse Polarity in battle Card Wording: Tightened wording on Lyssa Basic + Paragons Wording: Interpolate Electric Shield Burst UI Improvements:
Site: Lore writing review and grammar fixing UI: Added time gap between multiple Character words UI: Bestiary - Show Hasty UI: Bestiary now ordered by Power Level UI: Bestiary shows Enemy Special Powers UI: Bestiary shows Reaction Cards UI: Conclusion Scene shows final Run Stats UI: Enemy Details panel shows their short description UI: Enemy Details shows if they are Elite UI: Evolved Battle Victory screen a little UI: Hero Select panel shows Hero complexity rating UI: Rules Panel - Self-Destruct UI: Rules Panel for Focus and Injure UI: Shows Battle Summary Stats UI: Shows Rules panel for Drain UI: Smoothly fades out after Hero Selection Art Improvements:
Art: Added new Robot Art Sprites Art: Camera Bot Placeholder Art Art: Flying enemies now all float in game Art: Grizzled Veteran character art Art: New Cyber Junkie Art Art: New Dark Alley Battlefield Art: New Hacker Enemy Art Art: New Missile Launcher art Art: Updated Enemy art to new sprites Site: Removed Node Modules. Started adding story World:
Art: Fixed up Plasmigarchy Logo Bug Fix: Anton & Notna Alone Triggers Bug Fix: Card Highlights no longer factor in dead enemies Bug Fix: Conclusion Scene binding Bug Fix: Fixed V4 Adventure hand RNG Bug Fix: Fixes After Battle Reward Card Play Run Ender Bug Fix: For character animations that can't be played, we just skip them Bug Fix: Grizzled Veteran resource amount showed incorrectly in scouting panel Bug Fix: Ionus missing critical State bindings. Run Ender Bug Fix: Missing Animation Set Run Ender Bug Fix: Pixel placement of Hero Face on Circle icon Bug Fix: Reactions no longer trigger for unapplied conditional effects Bug Fix: Resource Type Max lookup run ender Bug Fix: Shield reduce sound now plays Bug Fix: UI Status Bar overflow crash Bug Fix: V4 Adventure now changes Rng Seeds between Segments Bug Fix: Zero Cost Card run ender Card Wording: Heat-Seeking Grenade fixed Interpolate Project:
Project: First Draft of Website Project: Upversion for Hotfix Miscellaneous:
Coding: Cleaned up old Targets Source effect data Coding: Created Character Animation Test Scene Coding: Doesn't grant battle rewards on Final Boss Fight Coding: Encounter Builder tries to avoid repeating Elites within a run Coding: Handles AI Errors without crashing Coding: Saves Battle Speed in Player Options Coding: Setup initial Run Stat tracking Coding: Story Event Exporter progress Coding: Tracks Battle Damage Received and Healing Done Coding: Tracks total Cards played Coding: Tracks total enemies killed Coding: Tracks Total Turns Played Coding: Working on Story Event Exporter Design: News Network Zero corp Enemies: Assigned Material Type Enemy Rework: Electro Drone Moved Combat Drone down a tier and gave them more flavor Revisit: Hired Cleaner
Version 0.0.32
Patch Notes - v0.0.32
----
New Content: - New Hero: Ionus - Enforcer - New Hero: Miyara - Ninja - New Hero: Alexei Reworked (Dual-Arch) - New Hero: Dominik Reworked (Dual-Arch) - New Card: Growing Power - New Card: Lockdown Electro Arc - New Card: Magic Missiles - New Card: Miyara Basic - Puncture - New Card: Penetration - Expose - New Cards: Dominik New Paragons - New Cards: Kinetic Harness & Energy CircuNet - New Gear: Kinetic Reflectors & Bio-Siphon Nanos - New Gear: Skill Catalog
New Features: - New Feature: Changes Battle Background set mid-adventure
Balance Changes: - Rebalance: Aikido Hyper Reflexers now only in pool for attack characters - Rebalance: Dominik changed to Combo/Lockdown dual-arch hero - Rebalance: Tuned Augment Pool to exclude Magic Area Dampeners if you have a Mage in party
Art Improvements: - Art: Reworked Shaders and Lighting to give more of a Comic-Book look - Art: Ionus Hero Art - Art: Hover Vehicle flies past infinite buildings - Art: New Hero Miyara - Art: New Hero Splash Art - Ionus + Miyara - Art: Prototype Travel Vehicle Scene - SFX: Added Ambience to Intro Cutscene
UI Improvements: - UI: Added Resource Name to Level Up screen - UI: Don't show Face on General Card rewards - UI: Hero expresses hesitation if player is about to play an Unhighlighted card - UI: Hero Select panel. Can right-click to view Card Details - UI: Hero Select shows starting Dodge/Aegis/etc - UI: Heroes have an in-battle thought when they can't afford a card - UI: Improved Hand refreshing, made Card Play Area bigger - UI: Integrated Manual/Auto Advance Option into Cutscene Presenter - UI: Skips Tutorial Battle for Pro Players
Bug Fixes: - Bug Fix: Battle Reactions now respect Auto-Retargetting - Bug Fix: Battle Victory Music now plays after battle - Bug Fix: Hides Credits in V4 Battle UI - Bug Fix: Keyword rule for Quick now shows up based on description - Bug Fix: Life Force Mage no longer bypasses Dodge with Crush Life - Bug Fix: Negative Number rounding direction error fixed. Improves Debuffs - Bug Fix: Prevents multi-triggered turn wrap up - Bug Fix: UI Status Bar run ender with too many statuses - Bug Fix: Updated Lyssa Starting Deck
Project: - Project: Upversion to 0.0.32
Miscellaneous: - Coding: Added Complexity Rating to Heroes - Coding: Added Player Option for Auto-Advance Cutscene - Coding: Creation For Drain Effect is more input robust - Coding: Heroes can now start with Dodge/Aegis/Taunt - Coding: Publishes Chosen Hero metric event - Coding: Update All now Updates Battle VFX