Devlog#27
Hello everyone! It's time for another devlog. Because of all the New Year’s hustle and bustle, we got a bit lost in the dates.
But we haven't gone anywhere—work is continuing as usual. We've already finished the new backgrounds for the next part of the story, and our artist is currently working on new scenes and a couple of secondary characters.
While she keeps refining the visual content, our programmer had a chance to rework the Journey mode once again. We already described the new planned mode in a recent devlog, and the first iteration was done. However, new discussions arose concerning the current Journey mode. In the end, we decided to take another shot at improving it, and for now, the new mode is on hold.
How the mode will change:
- The Journey combat system will be turned into a card-based roguelike (with decks of cards, mana, and other typical mechanics).
- Preparing for Journey will revolve around building a deck from basic cards.
- Progression outside of Journey will involve opening packs that contain new events, cards, and starter cards.
- The Journey map will be expanded, and Journey runs themselves will be longer.
- Movement on the map will be divided into rounds. On each turn, the player can only move a certain number of cells.
- There will be two types of enemy “pawns” on the map: guards and patrolling. The first type simply guards certain cells, while the patrolling enemies move around the map and can attack the player if they end up on an adjacent cell.
- Within a single Journey run, you’ll be collecting and upgrading your deck by defeating enemies and visiting “points of interest” where you’ll find various events, new cards, enemies, health refills, and options to remove or upgrade cards.
- Now, defeating the boss won't come down to just grinding basic cards, maximizing upgrades, and then dominating. Instead, you’ll gradually progress through the boss’s map, culminating in a final battle at the end.
We plan to make the first iteration of these changes available either this week or next week for subscribers of certain tiers, so we can gather feedback.
Thank you for sticking with us and providing the feedback that helps us improve the game!
Get Magic Academy
Magic Academy
Build your own Hogwarts, with blackjack and hookers.
Status | In development |
Author | Wild Pear Games |
Genre | Visual Novel, Role Playing |
Tags | 2D, Adult, Erotic, Fantasy, NSFW, Porn, sex, Story Rich |
Languages | German, English, Spanish; Latin America, French, Japanese, Portuguese (Brazil), Russian, Chinese (Simplified) |
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Comments
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I really like everything, except for one thing, about the new Journey mode. The only thing that i do not like is that there will now be a card system. I think that deviates a bit to much from being someone who can use magic. Instead of using magic you'll be playing cards that does the work for you
Unfortunately, this is a game convention that we have to accept. We tried several other formats of game mechanics, but they turned out to be not balanced or interesting enough.
Therefore, we will take a step back and take a working and time-tested battle mechanic.
We also considered all other mechanics, including turning the game into a kind of "Heroes of Might and Magic", but then it would affect the main story gameplay even more.
As a result, it was decided to focus on a proven scheme - a roguelike as a "core" gameplay and story progression in the "meta".
The new journey mode sound much better, as I was finding the current one too easy after playing a couple of times! Hope y'all keep up the good work, and don't get too stressed with development or anything like that!