card tactix

January 2017 (Week 1)

+ play my demo
+ misc. menu work
+ make camera animation skippable
+ new sound fx
+ tune down some of the absurd lategame packs
- I might actually be dying

December 2016 (Week 5)

+ Game runs on my shitty laptop again
+ The AP counter glows when you hover over stuff
+ minimap
- 90% of my progress from last demoday hasn't made the game any better

December 2016 (Week 4)

+ New enemy: heal totem deals damage except backwards
+ Added a new AI type to totems, so they don't try to fall asleep or focus specific units
+ you can zoom the camera in/out in the editor
+ level generator now randomly places mspaint tables to annoy you
- tables can block you and make the level totally unwinnable

December 2016 (Week 3)

+ tied buffs to the pub/sub system
+ redesigned enemy:
+ redesigned pack spawning so optional rooms get harder mobs
+ fixed some actor spawning related bugs
+ New enemy:
- I spent like an hour animating a fiery eyeball and it crashed before I could save ._.

November 2016 (Week 1)

+ new cards: swap health/atk, teleport creature, take an extra turn
+ new action system: 2 actions per turn, using a card/moving costs an action. made the game harder to compensate
- oh fuck I have to make a demo now
- old screenshot sorry

October 2016 (Week 4)

+ add scarey pumpkin (explodes)
+ add scarey skeleton (dry-bones style)
+ Non-scarey slime king (spawns smaller slimes)
+ AOE spells
- not that scarey desu

October 2016 (Week 2)

+ refactor/bugfix stuff
+ Slightly smarter mapgen
+ Add level editor events to undo stack
- Game is way too easy when you can just run away until the end of time