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v beta 1.2.1 - Accessibility and QOL

did a couple things just to smooth out the gameplay

New Features

  • rewrote the code for placing cards in the slots. this allows for being able to select and move cards that have already been placed. 
  • you can take cards out of the slots entirely if you want to change what cards you have in the slots
  • you can take a card out of one slot and put it into the other , or place it outside of a slot to get the mana back from playing the card
  • added a pause screen to allow you to exit a run (will be expanded in a later update)
  • added the framework for a compendium that keeps track of the combinations you've found (hasn't been implemented yet, will come in a later update
  • added a battle log that keeps track of what happened in the previous turns. press up to scroll the log backwards and down to scroll it forwards
  • added dark enemies to the game. dark enemies are immune to card combinations, unless exposed to light cards on the same turn
    • two light cards combine to baptise an enemy, preventing it from becoming dark again

Bug Fixes

  • the volume is now set to 50% by default (i had it set to 0 by default during testing and forgot to turn it back)
  • you no longer start with the 6 card slot perk being active (i had it set to active by default during testing and forgot to turn it back)

To-Do List

  • implement combination compendium
  • finish the how-to-play animations
  • work on more original sprites to better align with the style we're going for, and to just have our own assets
  • work on more original soundtrack pieces for various situations
  • add sound effects
  • add meosz and meousz

i'm lazy so that's about it from me, I'll see you next update

-- OLD CHANGELOGS--

v beta 1.2.0 - The Roguelite Update -

this update did a LOT for the game

New Features
  • the game is a roguelite now! after each boss you'll get to choose between 3 random perks that you can keep for the rest of your run.
  • added a mid-run merchant (just a black screen for now until art is finished) that will sell you items that have certain effects. you will lose them when you die of course
  • added a currency you can use to buy permanent upgrades, there are more upgrades to come as we fully flesh out the mechanics
  • added a final boss (infinite mode coming soon)
  • press tab to see the perks you've collected during your run
  • hover over the enemy's cards to see how much damage they do, and their elements
  • enemies no longer do random damage but will instead do damage based on the cards they have
  • enemy cards can have their own elements, which all do different things
  • added some visual effects for when you're damaged, when you're poisoned, when the enemy is hit, and when the enemy dies
  • you can be poisoned now
  • indicators for a couple things like which card you have selected
  • added a title screen, fullscreen support, volume controls in-game
  • accessibility controls! use the space or enter key to end your turn, use the left or right arrow keys to move the selected card to the left or right slot, use the number keys to select the cards in your hand (you can play fully without the mouse now!)
  • made the system actually turn-based
  • added a shield mechanic. your shield will block any attack. if an attack were to do more damage than the amount of shield health you have left, your shield will absorb all of the damage of that attack, and then break.
  • added hp, mana, and shield meter bars
  • added a text box in-game to display what's happening in text form 
  • added a rolling hp mechanic. if you're hit, it'll take some time for your hp to actually get to where it's going, giving you a little bit of time to react and save the run
  • all rainbow combinations now heal the player some amount
  • triple card combos! playing two cards in one slot and a third one in the second slot will sometimes cause special things to happen
  • added a results screen so that you can see how much currency you've earned, and how many enemies you've defeated
  • added dark enemies that are immune to combo effects, and light cards to counteract them. (disabled for now until certain things are figured out)
  • still no sound effects :p coming soon tho
  • added a how-to-play screen, it's still barebones right now but gimme some time...
  • changed the "play" button sprite to be a bit simpler and less confusing
  • enemy hp bar now has e-tanks (like from metroid) if they are above 500 hp

uhh I think thats all of the new features

Bug Fixes
  • fixed the card stacking bug, turned it into a feature you can unlock (mana underflow is still possible, intentionally)
  • fixed card spawning bug where sometimes you would have less than the amount of cards in your hand than you were supposed to
  • removed the whole "enemy cards you can take" thing, it didn't come across how I wanted it to and just ended up being confusing
  • so many small things with interactions between certain cards and not getting their proper effects, damage, both, sometimes the game just did random stuff honestly
  • fixed interactions where in instances where you would KO the enemy on the same turn that you would've taken fatal damage, you would've died, or where the enemy can move multiple times in a turn
To-Do List
  • the ability to take cards out of the slot after you play them
  • keeping a log of the turns that have happened

send any feedback or bug reports to @boks02_ on discord (das me)

thank you so much for 2 playing my game:)

v1.01

- fixed a bug where you could accidentally die after losing all hp and winning the coin flip. 

Download

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Click download now to get access to the following files:

Fantasy Fusions.zip 10 MB

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