Devlog #29
Hello everyone! Development continues, and it's time to share some updates on what's happening.
We’ve been closely monitoring user feedback regarding the recent changes in Journey mode. It seems we might have overdone it a bit, making it overly challenging and prolonged. Additionally, the inability to save progress made the stakes excessively high. We sincerely appreciate everyone who reached out with their opinions (sometimes quite harsh) about these changes.
Currently, we’re considering ways to simplify the mode and enhance player progression.
Here's what's already done:
- Saving implemented in Journey mode – yes, now you can save before facing that terrifying enemy, and if defeated, simply reload without facing harsh consequences. Our programmer lost half of his remaining hair rewriting parts of the code responsible for this mode, but he's now wiser for it (at least, we hope).
- Added the ability to discard any card from your hand to gain +1 mana. Now you can play more cards per turn by discarding ones that aren’t currently useful.
- Introduced the option to draw an additional card for the cost of 2 mana. This will help replenish your hand after discarding unwanted cards.
What we're planning in the long run:
- Introduce purchasing new items using resources to eliminate the need for boss grinding.
- Expand item influence on gameplay by providing thematic bonuses.
- Review some game cards by giving them "elements," while items will receive "bonuses for specific element cards." Enemies will also gain vulnerabilities and resistances to various elements.
- Add new opponents to ensure each Journey map feels more thematic.
- After finalizing gameplay mechanics, find an expert to improve the UI/UX for Journey mode (yes, we know it could be better).
The next update will be focused on improving Journey mode (including the arrival of the new vampire-bard boss you voted for, whose story will intertwine with the main plot).
Additionally, we've finalized a general framework for relationship progression with main characters and have begun scripting individual story arcs for each key character (some parts are already complete, and we plan to introduce them gradually as the artist’s workload allows).
We'd also love to hear your thoughts on other possible improvements to Journey mode. How would you like to see character progression handled? What aspects do you dislike, and what would you change?
We can't promise we'll implement everything exactly as described, but we assure you we’ll thoroughly examine every comment.
Thank you for staying with us, supporting the development, and helping us improve!
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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) |
More posts
- Alpha Update 0.4.5 (Obliviate)3 days ago
- Devlog #3011 days ago
- Hotfix 0.4.3.3 (Nox) and 0.4.0.6 (Episkey)24 days ago
- Update 0.4.3 (Nox) and public 0.4.0.526 days ago
- Kunoichi Trainer by Dinaki33 days ago
- Ilias: Legends of Alcyon by OzeCat39 days ago
- Update 0.4.0.5 (Episkey) and public 0.3.548 days ago
- Alpha Update 0.4.0.356 days ago
- Alpha Update 0.4 (Episkey)66 days ago
Comments
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Hello thanks for the game and I ran into a problem with the magic stone it is not displayed and I can not pass longer on the storyline( or I did not understand correctly how to get it).
Hello! Magic stones can be obtained through events in Journey. You just need to successfully complete the event and then exit the adventure—the stone will be added to your resources.
I've been really enjoying the journey mode so far! The proposed changes seem like good ideas, and I'll be curious to see how they play out in practice. This is JUST my opinion, but in the proposed system I think it would be worth limiting the number of cards you can discard/draw each round to prevent simply spamming the discard option until you get your ideal hand. That might have already been implied, but maybe 1 additional discard/draw per round, or 2x/fight or something along those lines.
Finally, as another small note, I think it would be helpful to have just one or two more ways to regain a little health mid-battle. The out-of-battle health regen options are great (and maybe even a little too generous on some maps), but adding "regain 2 health" to Episkey, Protego, or similar cards (rather than exclusively affecting shield and status conditions) would be nice, and make everything just a little more dynamic, while not really being all that overpowered. Additionally, in the case of Episkey, that change would be thematically appropriate, because magic CAN heal people who are injured. Just a thought!
Anyway, keep up the great work!
Hi! Thanks for your ideas.