Now live: v0.18 of the demo!


Happy New Year! 

At long last, I’ve finally finished working on the v0.18 update to the demo. This is by far the biggest update I’ve ever worked on for Dungeons & Degenerate Gamblers and I am so excited to see you all enjoy it!

Without further ado, here are the change notes:

Advantage:

  • adds a new resource: Advantage
  • Advantage is required to play cards from your hand or to enact ‘on click’ effects
  • Advantage is earned and spent during encounters, and resets to 0 at the end of each encounter

Unique Chips:

  • After the Bartender encounter you will choose between one of two random Unique Chips. The Unique Chip chosen determines the way that you will earn Advantage for the current run:
  • Bargaining Chip
    On click: lose 10 chips and gain 1 Advantage.
  • Dealer Chip
    On stand: if you have a score of at least 17, gain 1 Advantage.
  • Chipotle Pepper
    On click: take 4 damage and gain 1 Advantage.
  • Chip On Your Shoulder
    On hit: if you already have a score of at least 12, gain 1 Advantage.
  • Blue Chip
    Start each encounter with 1 Advantage. On winning a round: gain 1 Advantage.
  • Big Blind Chip
    When you play a card that has a value of at least 11, gain 1 Advantage.


Encounter and Event randomisation:

  • After each event/encounter you now choose your next encounter/event between two randomly selected encounters/events
  • Shows the history of the current floor so you can see quickly how far through the floor you are
  • Spreads the lore/story across the floor rather than having it all on a big wall of text at the start of each floor


New Encounters and Events:

Tavern:

  • Event: Counterfeiter
    Pay chips to increase or decrease the value of standard, non-face cards
  • Encounter: Knight of Cardonia
  • Encounter: Bard

Basement:

  • Event: Crypto Bro
    Buy a Chipcoin, and attempt to sell it for a profit
  • Encounter: Witch

Lounge:

  • Event: Coin Flip
    Choose a card to wager, then flip a coin to see if you get to keep it or not
  • Encounter: Wizard

Shops:

  • Shop: Four Card
    this shop has only four cards to choose from, but they are all special cards, and are priced appropriately.
  • Shop: Slot Machine
    this shop has only three cards, and you have to buy all three at once, or none at all. But you can also spin to reroll and get three different cards...

Chip values:

  • rebalances lot of chip costs and rewards (this makes Diamonds a fair amount stronger)

New cards:

  • Cardiovascular Exercise:
    On play: take 2 damage, gain 5 shield.
  • Lockpicking Card:
    On click: Unlock every card in play. 
  • Credit Card Knife:
    On click: Lose 5 chips. Deal 5 damage. Increase the chip cost of this card by 5 for the rest of this encounter.
  • Cardecu:
    On play: gain 25 chips.
  • Carduus Acanthoides
    While in play: on taking 2 or more damage, deal 1 damage.
  • Transit Card
    On click: choose a card from your draw pile to put into your opponent’s draw pile, then discard this card.


Card reworks:

  • IV The Emperor:
    On play: Locks. On bust limit exceeded: deal damage equal to the amount bust limit exceeded by.
  • V The Hierophant:
    On play: Locks. On bust limit exceeded: heal equal to the amount bust limit exceeded by.
  • IX The Hermit:
    On play: gain 1 chip, heal 1 hp, gain 1 shield, gain 1 Advantage, deal 1 damage. 
  • Insurance Card:
    On click: lose 21 chips, burn your most recently played card and this card.
  • Dark Flower:
    On click: Choose a suit and add three Halves of that suit into play, then discard this card. Halves created this way burn on discard.
  • Birthday Card:
    On play: permanently increase this card's value by 1. Once its permanent value reaches 21 its 'on play' effect becomes: Burn this card and put 5 Booster Packs in your hand.
  • Calamari Game Card:
    On play: Deal 3 damage to both players. While in play: if the opponent is defeated gain 100 chips.
  • Jack in a Box:
    On click: Open the box, randomly selecting a suit for this card and setting this card's value to 10. If the box is already open, close the box, setting this card's value to 0.

Card buffs:

  • Old Baseball Card:
    On play: gain 10 Advantage
  • The Victim Card
    Now triggers on any damage taken, not just damage that lead to a loss of health
  • Official Trump Card 
    Now takes chips at 3x value instead of 5x value
  • Memory Card
    Now creates a copy of the card on 1st play as well
  • III The Empress
    III The Empress now locks an Ace of Hearts rather than an Eleven of Hearts - this reduces the chance of a Break Limits or a second III The Empress instantly ending your run

Card nerfs:

  • changes the value of Memory Card to 8 (was 0)
  • reduces Charred Lizard sell value to 10 chips
  • I The Magician:
    On play: Puts cards into your draw pile: 2x magic trick card, 1x ace up your sleeve. On discard: burns.
  • changes Break Limits to not be able to be used on a card with a value of 0

ID Card Improvements:

  • total rework of the ID Card to improve clarity on gaining/losing health, shield, and chips, and to make room for Advantage
  • animations for gaining/losing health/shield/chips/Advantage
  • health, shield, chips, and Advantage are now hoverable to help explain how they work
  • ID Card now gives better visual feedback on taking damage to shields
  • changes hp and shield change labels to be created as needed so that when multiple instances of damage land at the same time multiple labels can be created

Peeking:

  • reworks the way that peeking while making a choice (the eye icon button) works 
    • you can now hover cards in play to see what their effects are while peeking
    • you can now check what is in your draw pile, discard pile, or deck while peeking
    • this also fixes a bug where the game could lock up after clicking the peek button
  • moves the back/peek button when making choices to be closer to the choices

Balance changes:

  • adds Jack of Diamonds, Queen of Diamonds, King of Diamonds to the Bartender’s deck
  • adds ‘One of’ cards to the standard reward pool (this removes them from the mystery reward pool)
  • tweaks to the balance of a few encounters to bring them to a similar difficulty level now that they are randomised instead of in a set order
  • Drunk now stands at 13

Sound changes:

  • adds new sounds for card value increase and decrease
  • adds new sound for hit and stand button pressed
  • changes to the volume balancing between the different sounds

Starting Suit Selection Screen:

  • simplifies suit selection screen descriptions and make them state their difficulty level
  • adds a new animation that plays when selecting starting suit to show which cards have been added to your deck


General improvements:

  • massively increase the areas of the screen that can be used to dismiss a preview
  • if you don’t have enough chips for an event or to trigger Bargaining Chip a sound and visual effect will tell you
  • Dis-card will now not allow choosing a card that is locked (since locked cards can’t discarded)
  • Dis-card, Key Card, Break Limits, and Yellow Card will now show cards from opponent in the same order that they are in the opponent's play pile (they were previously reversed)
  • Cards that were created by another card now have a small icon showing which card created them so that you can make more informed decisions about those cards
  • Library Card, Memory Card, and SD Card descriptions now list out the card that was borrowed/remember/linked
  • certain cards now won't show their value on hover (title, settings, land, action, etc.)
  • standardises the position that cards are dealt from during events
  • improves clarity of the message shown on previews where the cards are not shown in the order of the pile being previewed
  • tweaks to hovering tooltip and value badge position so that more of the card is visible when hovering, and so that it better handles very long card descriptions at the edge of the screen
  • white text is now slightly off-white to make it a little easier on the eyes
  • tweaks to lots of dialogues and lore to use fewer words to say the same thing
  • slight tweak to cursor click animation to remove a hanging pixel
  • standardises language in card effects and event outcomes for healing (heal X HP), damage dealing (deal X damage), and taking damage (take X damage)
  • adds a red edge to the burn visual effect
  • tweaks to lots of portrait art
  • changes player ID Card name to "YOU" instead of "PLAYER"

Bug fixes:

  • fixes a bug where the choice count label was behind the dark background and therefore less visible than it should have been
  • fixes a bug where settings cards weren't being moved to their position on loading the settings screen
  • fixes a bug where card description would get stuck on the right of the card hover bubble if the card hovered was near the right of the screen and had a very long name
  • fixes a bug where the card hover bubble size would get stuck as the old size when moving from hovering one card to another
  • fixes a bug where Baseball Card would not burn properly after reaching 0 value
  • fixes a bug where healing from Get Well Soon Card and Valentines Card came from the top left corner of the card instead of the centre
  • fixes a bug where chips from Calamari Game Card came from the corner of the card not the centre
  • fixes a bug where damage sound wouldn't play if damage was fully absorbed by a shield
  • fixes a bug where touchscreen inputs would be counted multiple times on some devices
  • fixes bugs where the damage sword and text (used by things like Trap Card) were overlapping and not facing the correct direction in some cases
  • fixes a bug where the change indicator label (+1 that pops up above cards) could show up behind the intent indicator or score card
  • fixes a bug where hit and stand buttons could be clicked while in the pause menu or while making a choice
  • fixes bugs with Glitched Card where the wrong helper text would be displayed when Glitched Card rolled a card that required a choice to be made
  • fixes a bug where hit and stand button sounds would play on click even if the button was not clickable
  • fixes a bug where the opponent intent indicator had a "-" at the start of the encounter instead of being empty
  • fixes a bug where cards with on click effects couldn’t be clicked if they had been put into play by the +2 Card
  • fixes the vertical alignment of windowed/fullscreen label being wrong in settings
  • fixes the Fortune Teller ID Card being 2 pixels too low
  • fixes a bug where the game would get stuck if a card was attempted to be removed in Card Removal shop with an empty deck
  • fixes a bug where Official Trump Card had no choice helper text
  • fixes a bug where Hearts picked directly by Booster Pack were not being triggering Blood Donor Card
  • fixes a bug where card hover tooltip could get stuck on screen when hovering a card that was burning
  • fixes a bug where multiple sources of damage from cards would not show multiple flying damage sword animations

Comments

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(1 edit) (+1)

Haha Chipotle Pepper has a nice interaction with The Victim card (and now Carduus Acanthoides and Trap Card as well with the new update)

(+1)

I am so glad I've gotten back to this game. You guys did an amazing job with the update. It feels fresh to get back to. I've been playing a lot on mobile since it works so well. Hoping there is plans for it to be playable in 1.0. If not, I still plan on buying it!

Thanks!! I just put the next update (v0.20) live as well!

Will be launching to Steam first, and then depending on the success of the launch I may look at porting to other platforms like mobile :) 

(+2)

Love the update as a whole. I am a little bummed the memory card can no longer go infinite with the cue card, but it makes sense.

Thanks!
Can still do it with 2x Memory Card and a Cue Card, but yep can't use just two cards now

Wait how could it go infinite in the first place?

(+1)

Love the new update

Yay! Thanks for playing

(+1)

I think it makes a lot of sense that the calamari card has been bumped down hard, from 1000 to 100. It was so fun, but so OP.

(+1)

Had to be done! It's still a really fun card though, especially combed with a Victim Card or a Carduus Acanthoides 

(+3)

Nice! Very happy to see progress is ongoing :)   Also, I liked the text walls better, but I'm sure this will be more popular overall, and I think it's funny that you had to nerf Black Lotus.

Thanks! Lots more stuff to come! I plan to have the next update be much smaller than this one so there isn't so much time between updates too

(+1)

Having played a bit of the update I have realized Black Lotus has been buffed, not nerfed. Also the initial introduction textwall blaming the Man for the 'degenerates' gambling addiction is sorely missed.


Anyhow, game is still very fun, and I look forward to any updates when they happen :)

(+1)

Yeah it needed to be buffed since Advantage existing as a system massively nerfed it. 

The 'degenerates' text still exists, you just see it later in the tavern now!

Thanks for the feedback :)