Ascension Update! UI changes, new gameplay systems, and cutscenes!


Hello again!
I am happy to finally share the new version of Devil's Debt with all of you. Key Features are listed below, and keep reading for more info!

Point Multiplier - New system to really ramp up card gain. Earn through mechanics unlocked by gold cards;

GC Store Update - Improved flow for gold card upgrades. Should feel better to progress.

100+ dialogue lines for the dealer and player

UI Changes - Added value popups for cards being scored. Custom reactive cursor icon.

Vending Machine - Deposit coins and purchase health items from the vending machine.

Ascension - Increases multipliers greatly and increases debt to pay. Gateway to huge point combos.

Dice - Roll the dice for a point multiplier, but watch out you may notice time fades more quickly.

Custom Soundtrack - A short selection of songs I produced. Plays from radio and can be silenced by handing it to the dealer.

Sanity Drip - This may sound uninteresting, but the crux of all of my gameplay being enjoyable turned out to be this simple change. You no longer have infinite time to cycle coins for cards for items until you get what you want, no! Now the clock is always ticking and you have to keep handing over the right items to live.

Scripted cutscene and dialogue - Cutscene was made top introduce you into the world of the game. Some background information is given and an awesome little scene plays out. Can you guess the lore yet? Who is the Benefactor? You may find out soon.

Now for a story!
As per the usual for indie games, I realized mid development that I would need to overhaul multiple core systems to my game. This includes score management, item management, card management, and scene management. Basically all the management! Since I had no experience coming in to this initially, a lot of my scripting was messy. This gave me a good opportunity to rip the code out by the roots and examine how I could take advantage of the new optimized functions. This is when I  integrated the largest of my update features. The Score Multiplier! Suddenly I had amazing combos of hundreds if not thousands of cards flooding in. The synergy of these items proved to reveal another flaw in my design... where is the pressure? Sure it may be a little creepy and you can lose if you don't play the items right, but after a certain point you were invincible. That's when I realized I needed to incentivize forward momentum. Something to drive the player to use items actively, play cards quickly, and actually need all the upgrades I had made. The "Sanity Drip" was the elegant solution for this all. The drive was finally there to use all of  these items and not hoard them for whenever. From there I built everything around the give and take of points and time. You can still get broken combos at higher levels though, as a treat :)

I was afraid of employing a time limit as I tend to avoid that kind of stress in a game. Regardless I took a shot at it and wow. Seeing it actually pull everything  together like it did was truly amazing, and why I love working on this game! Anyway, I am oh so eepy sleepy. Goodnight!

Files

DDInstaller.exe 247 MB
May 21, 2024

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