Taking some new graphics and a whole lot of new concepts to testing.
The game has developed lots and we hope to gain lots of insight and most importantly we hope to provide fun for all!
Stay tuned, we should be opening the beta to requests in the upcoming week. The beta will stay open for a few weeks, or until we've gathered enough data.
Don't forget to report findings and bugs and amount of fun / not fun.
Rogue Cards - State of development
Been a while since we've posted anything, so I though I'd get you guys up to speed.
Since the demo on Steam Next Fest, there have been quite a lot of changes to the core game. We've digested the feedback and we've added several new features into the game and we're working on testing them at the moment. I'll list them here in order of coolness (as judged by me):
Rival System
If you've ever played Middle-Earth: Shadow of ... games, you are pretty much up to speed. Certain bosses and mini-bosses in the game will develop different stacks and attacks as you get beaten by them, and this will also affect their card drops.
Card realms
Each realm will now have unique card drops (with unique graphics too) specific to that realm. So it will matter a LOT which path you take. And in order to collect those really wanted cards, you need to think more roguelite and less roguelike. We feel this adds greatly to the replayability of the game and adds a further twist into the decision making.
Stats
This was always a-coming, but you will now have access to a wide variety of stats from previous runs. For gloating or for personal interest, you decide.
In addition to those cool new things, there's been a lot of bug fixing, a complete rewrite of the core loop of the game (which took quite a lot of work!) so that the whole experience should be smoother and more intuitive.
We're still working on a tutorial and some graphics, and the music collection is getting a few pieces added to it. And of course, a lot of testing.
Stay tuned, I'll be announcing a semi-public beta in the upcoming months, before our Q2 (fingers crossed) release.
Best, Grim Dapper
Steam Next Fest Breakdown
Steam Next Fest was a huge success for us, even with our slightly hurried prep for it (life happened a lot just before and we were a bit behind on various aspects that I wanted to include in the demo).
I did a short stream on Sunday that gained 10k unique viewers, which was a much larger than anticipated! Thanks to all who watched and listened to me ramble about deck management, tactics and strategy.
Our demo gathered a lot of interests, with 1000+ registrations for it, and 150 downloads. While that is nothing compared to the more advanced titles from higher profile studios, we got some dedicated players doing several rounds, and gathered a lot of data to analyze as we prepare to go into closed beta. A huge thanks to all who played!
What the data tells us, is that not many were able to get past the first boss: The Ogre. The difficulty level is high in the start, but it's a roguelite after all, and you're supposed to develop your character quite far before you can beat the game. A couple of players actually beat the demo. Well done!
Quite a lot of players also underutilized the selling of existing cards, which is a major part of the economy. In part, this also applies to other aspects of the shop, and we didn't see many players gearing up as much as they should have!
The demo is now down and will be forever.
Coming up:
We're currently working hard on updating the GUI from the placeholder graphics. We will be replacing the HUD, deck manager, shop and village with something cool as beans, and are also working on some promotional art to update the Steam page.
We're also going to add a lot of new music.
Current balance of the game is yet quite untested on bigger audiences, and that's next on our agenda.
We're announcing the closed beta in a few months, so stay tuned!
-Grim Dapper
Rogue Card played live by dev today!
Rogue Card dev playing a few rounds and showing some strategies.
Playtest Closed!
Thank you all for participating. Your feedback has been invaluable.
Stay tuned for updates!
-Grim Dapper
Game test closing 21st April
Yo peeps!
We've been getting a lot of good feedback from the game test, and will soon retire it. Overall, a lot of game breaking bugs have been fixed due to it, along with balance issues.
We would like to offer a heartfelt thanks to all those who participated in the test and hope you'll join us in future testing as well!
We're currently focusing on lore elements and the story line (and music!), which will hopefully be up and running for the Steam Summer Next Fest this June. There'll be a playable demo at that time with all our fancy new elements, so stay tuned!
Cheers, Grim Dapper
GUI Change
Replaced the GUI almost entirely.
Some placeholder art still remains, like effects, but it will change in the future.
Players playing with Novice difficulty now start with a single, random boon.