Now live: v0.20 of the demo!



I’ve been pretty happy with how v0.19 shook out, and so this update is mostly minor balance tweaks and improvements. 

But don’t fear, there is a lot of work happening on the game at the moment, which I’ll talk about at the end of the update notes!

Balance changes:

  • moves Card Shark to Lounge hard encounter pool, increases their chip reward to 70 (from 50), and hp to 40 (from 35)
  • moves Luck Pusher to be the first Lounge encounter and reduces hp to 40 (was 55)
  • moves Teacher to Lounge easy encounter pool (from hard pool)
  • reduce Wizard hp to 55 (was 60)
  • decreases Drunk hp to 21 (from 25)
  • Drunk now only has one Rules Card
  • increases Bard hp to 21 (from 20)
  • adds another Victim Card and 2x Carduus Acanthoides to Slime's deck
  • removes XIII Death from Witch's deck and adds another 3 Green Cards


Card changes:

  • lots of changes to the way damage is calculated - this fixes a lot of places where damage multipliers from cards like Expulsion and XVII The Star were inconsistently applied or didn’t stack correctly
  • The effect of Trap Card is now:

While in play: on taking damage that damage is also reflected to the opponent.

  • The effect of Carduus Acanthoides is now:

On stand: If you are below your bust limit, increase the value of this card by 1. While in play: on taking damage, reflect damage equal to the value of this card.

IMPORTANT: Note that reflected damage from either of these cards will not trigger ‘on taking damage’ effects!

  • The effect of Lockpicking Card is now:

On click: Unlock every locked card in play, then discard them without enacting their 'on discard' effects.

  • Yellow Card now adds a Red Card into your draw pile even if there were no cards to target with the Yellow Card
  • Glitched Card now unlocks on stand so that it doesn't get stuck as a card that locks on play
  • Rules Card no longer burns


Visual and Quality of Life improvements:

  • mystery reward card is now locked so that it brings attention to the fact that it costs to unlock
  • the hover highlight for draw pile now extends to match the size of the draw pile (instead of just highlighting the top card)
  • opponent draw pile is now viewable, navigatable (shortcuts - KB: V/4, GP: R2)
  • dialogues and previews can be cleared with the view opponent draw pile shortcut
  • moves the input glyphs for opponent draw and discard piles to the right (for better symmetry)
  • adds a short delay when Victim Card triggers so that you can see each card that is being affected, and see them being impacted before being discarded at the end of a round
  • changes ID Card to allow health to go negative (screenshots of massive damage numbers are much more fun now!)
  • speeds up the Counterfeiter event
  • changes lots of cards to wait for the lock/unlock animation to complete before progressing, fixing a few strange interactions in the process

Bug fixes:

  • fixes a bug where the value of Baseball Card was not showing as 10 in deck/draw pile previews when the Baseball Card had never been played before
  • fixes a bug where some event host id cards were hoverable 
  • fixes bugs with the Counterfeiter event due to being able to select the next card while the change card in deck animation was still completing
  • fixes bug where keyboard/controller navigation would be inverted on some choices (like removing a card)
  • fixes a bug where Gambler would get two copies of every untaken card from the Memory event
  • fixes a bug where score card was sometimes not respecting the impact of The Victim Card
  • fixes a bug where if a Negative Ace had its value changed away from -1 it wouldn't be set back to -11 on bust
  • fixes a bug caused by manually setting the windowed_multiplier in the settings file to an invalid number
  • fixes bugs related to clicking very quickly loading up more than one encounter/event
  • fixes a bug where the game would stall if Blood Donor Card was played while Time Card was in play
  • fixes a bug where cards could be visually drawn from the discard pile instead of the draw pile
  • fixes a bug where the damage sword icon for damage dealt during turn was not correctly centred on the damage text
  • fixes a bug where the choices on playing Gerald of Riviera were backwards compared to their positions in the opponent's play pile


That’s it for v0.20! 

When I started working on this update I intentionally split the development into two branches: one for gameplay which ended up being v0.20, and one for everything else which is v0.21. 

The answer to “what is changing in v0.21?” is YES. The long answer is EVERYTHING. I am so excited about bringing you this update, and can’t wait until people get their hands on it, but it needs more time in the oven! It is going to be so worth it once it is ready though. 

Until then, enjoy v0.20 bringing a more refined version of Dungeons & Degenerate Gamblers, and keep your eye out for what is coming next!

Thank you all for the support,

- Purple Moss Collectors

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