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Dandy Ace News

30% OFF Dandy Ace during Steam Summer Sale!

[h2]The 2021 Steam Summer Sale is here! [/h2]

[h3]Players will be able to purchase Dandy Ace for 30% OFF starting today until the end of the Steam Summer Sale on July 8th at 10AM PDT. [/h3]

https://store.steampowered.com/app/1037130/Dandy_Ace/

The Mad Mimic dev team has been hard at work on our upcoming Dandy Ace console releases on Xbox, PlayStation, and Switch. We’ll be able to share more news on the launch dates for the consoles in the coming weeks, towards the end of July! Follow us on social media and join us on the Mad Mimic Community Discord to be notified as soon as we make the announcement.

We’ve also gotten a lot of requests from our community for the Dandy Ace soundtrack to be released and we’re happy to say that we plan to make the soundtrack available very soon. We’ll provide more information on where and how players can get it when we make our console launch date announcement.

[h3]Follow Dandy Ace on all of our Social Media:[/h3]
Twitter: https://twitter.com/DandyAceGame Instagram: https://www.instagram.com/madmimic Discord: https://discord.gg/EDby5gp Facebook: https://www.facebook.com/mad.mimic/

Dandy Ace finalist at Digital Dragon’s Indie Celebration 2021!



Dandy Ace has been nominated as one of the finalists for Digital Dragon's Indie Celebration 2021! Players can vote for their favorite games and we'd appreciate any support we can get from the community for Dandy Ace.

[h2]You can vote for Dandy Ace here: [/h2][h3]https://www.surveymonkey.com/r/IndieCommunityVote[/h3]

Digital Dragons Indie Celebration 2021 is live May 13-14th featuring a wide variety of amazing games on Steam. A free demo for Dandy Ace will also be available until May 17th for those of you that would like to give Dandy Ace a try! You can check out the event and all of the participants by visiting the Steam event page below.

[h3]Digital Dragons Indie Celebration 2021 Event Page[/h3]

[h3]Follow Dandy Ace on all of our Social Media:[/h3]
Twitter: https://twitter.com/DandyAceGame Instagram: https://www.instagram.com/madmimic Discord: https://discord.gg/EDby5gp Facebook: https://www.facebook.com/mad.mimic/

Dandy Ace 1.2.0.0.24 Update - Patch Notes

[h2]Mac Version[/h2]
The Mac version of Dandy Ace is now available (including the latest updates)!


[h2]Cards[/h2]
[h3]Dash Update[/h3]
To address a lot of feedback from players about getting stuck on corners and feeling helpless while using dashes instead of blinks, we made a big change to them. Now dashes can pass through gaps, obstacles, and corners!

Provided that the player has enough room for the dash and that the distance isn't too far as well, any level obstacle can be crossed while dashing, making Ace way more mobile when using a Dash Card.

[h3]Stun Update[/h3]
Previously stuns would stop enemy actions for the duration of the stun, resuming them as soon as the CC effect was over. We felt like this created some weird moments for players that were expecting a different reaction (especially considering how the other CC in the game works). In this patch we changed how stuns work to make them more consistent with other CC types, now completely resetting all enemy actions when stunned.

Note: Enemy skills will still be out of their cooldowns, so they will still attack Ace as soon as they are not stunned anymore. The difference is that they will start attacking from the beginning of the action instead of resuming from the middle of it.

[h3]Card Simplification Update[/h3]
We simplified the visuals on a lot of skills in the game improving their clarity so players don't get overwhelmed with too much information happening at the same time and skills as well as enemies don't blend together in a big mess.

Besides helping clarity, these changes also positively impact the performance of the game.

The cards affected by these changes are:

Five of a Kind (Main and Upgrade)
Bubble Trouble (Main and Upgrade)
Titan Punch Shooting Stars Hack N Slash Poison Roses Trump Card Cosmic Vortex (Main and Upgrade)
Escape Artist (Lele)

[h3]Performer's Refuge Drop Rate [/h3]
From what we have heard from players that were finishing 100% of the game, in most cases the last card blueprint they needed in order to find all of the blueprints was the Performer's Refuge blueprint, which should not happen. Because of that we increased its drop rate, doubling the percentage of chance for it to be found by players.


[h2]General Updates[/h2]
[h3]Optimization[/h3]
We updated a lot of how the game works behind the scenes, improving greatly how the game runs in general. The main way players will feel these improvements is through the overall FPS of the game and the PC's memory usage while playing Dandy Ace.

[h3]Camera 60FPS Stutter[/h3]
We have been receiving feedback since the game's launch from some players about the game feeling like it was stuttering while playing on 60 hz/FPS monitors. In this patch we managed to find what the issue was and fixed it, improving greatly how the game runs on these monitors.

[h3]Narration Frequency Update[/h3]
We found that the way the narration frequency was being calculated on previous patches was not ideal, causing some players to feel like changing the frequency setting didn't change much during the actual gameplay.

Trying to improve that, we changed how the cooldown between each Lele line was calculated, making it so the changes to frequency feel more impactful.

[h3]Follow Dandy Ace on all of our Social Media:[/h3]
Twitter: https://twitter.com/DandyAceGame Instagram: https://www.instagram.com/madmimic Discord: https://discord.gg/EDby5gp Facebook: https://www.facebook.com/mad.mimic/

BIG Festival 2021 - Dandy Ace Free Demo available until May 10th!


Dandy Ace has been selected as a finalist for “Best Game: Brazil” at Brazil’s Independent Games Festival 2021 alongside other amazing indie titles! BIG Festival 2021 is the largest festival for independent games in Latin America and will be live from May 3rd until May 9th, 2021. You can check the festival schedule for all of the fun daily talks, tournaments, and activities that will be available to fans for FREE.

During the festival Dandy Ace will have a free demo available on Steam for everyone to play until May 10th. The demo features the latest game improvements, content up to our first boss (Axolangelo), as well Twitch Mode for streamers!



Players will be able to play a wide variety of indie games, watch live sessions, interact with developers, and vote for their favorite games throughout the festival. Please consider voting for Dandy Ace for the “Popular Choice” award by registering on the BIG Festival 2021 website if you enjoy the game and would like to support the Mad Mimic team. Voting for the “Popular Choice” award will conclude on May 5th and the award ceremony for each of the BIG Festival categories will take place on May 6th, at 9:30pm (GMT -3). You can find all of the award categories and the finalists listed here.

[h3]Follow Dandy Ace on all of our Social Media:[/h3]
Twitter: https://twitter.com/DandyAceGame Instagram: https://www.instagram.com/madmimic Discord: https://discord.gg/EDby5gp Facebook: https://www.facebook.com/mad.mimic/

Dandy Ace 1.1.0.0.8 Update - Patch Notes


[h2]Cards[/h2]
The focus on the Cards in this patch was mostly to make the melee cards stronger and better to use. As the gameplay was heavily dependent on the player's ability to kite the enemies, melee cards were not strong enough to compensate for not utilizing ranged cards.

[h3]Hack n' Slash[/h3]
  • Size increased: 15%
  • Base Damage increased: 34% (115 -> 155)
  • Casting Time decreased: 30% (0.1s -> 0.07s)
  • Recovery Time decreased: 30% (0.1s -> 0.07s)

[h3]Titan Punch[/h3]
  • First and Second Punch Casting Time decreased: 20% (0.1s -> 0.08s)
  • First and Second Punch Recovery Time decreased: 20% (0.1s -> 0.08s)
  • First and Second Punch dash force decreased: 30%
  • Third Punch Casting Time decreased: 37.5% (0.2s -> 0.125s)
  • Third Punch dash force decreased: 40%
  • All Punches Push strength decreased: 40%

[h3]Spark Tornado[/h3]
  • Base Damage increased: 12.5% (200 -> 225)
  • Secondary Damage increased: 33% (37.5 -> 50)

[h3]Five of a Kind[/h3]
  • Cooldown Decreased: 25% (0.8s -> 0.6s)
  • Collider Increased: 87.5%

[h3]Flurry of Blows[/h3]
  • Base Damage increased: 12.5% (400 -> 450)

[h3]Starburst[/h3]
  • Base Damage increased: 28.5% (175 -> 225)

[h3]Packet Trick[/h3]
  • Collider Increased: 50%
  • New Functionality: The explosive cards will also explode when the duration ends now. Before they only exploded if they made contact with an enemy.


[h2]Dashes[/h2]
Another big topic within the community was around our dash cards. We focused on improving the dashes usability and game feel, but we didn't add I-frames, as some players suggested (you can find a more detailed explanation on why we made this decision here).

The overall change was increasing how fast the dashes are, to make it more instantaneous, but also decreasing its distance. The distance is an important factor because the dashes were always covering a long distance, players would constantly take damage when dashing or they would have to pay more attention to farther parts of the map to dash safely.

The result of the change was a fast, almost instantaneous dash, with a more controlled distance. Allowing the players to be even more reactive without being too exposed during combat.
  • Increased Dash Speed: 60%
  • Decreased Dash Distance: 30%
  • Cooldown decreased: 15% (0.8s -> 0.7s)

[h2]Starter Blue Card[/h2]
Overall, new players gave us the feedback that they were finding blinks easier to use than dashes. Based on that, we decided to swap the starter blue card from a dash to a blink, with the objective to give a more friendlier experience to new players.
  • Starter Blue Card swap: Dashing Dash -> Time Warp

[h2]Trinkets[/h2]
In this patch we focused on strengthening some of the offensive trinkets. Players were not using these upgrades as much as we had hoped, since they didn’t feel quite as powerful as some of the other options.
  • Cloak of the Virtuoso damage increased: 74%
  • Payback Knuckles damage decreased: 20%
  • Pepperina Infuser damage increased: 90%

[h2]Dandy Ace Movement[/h2]
Another point of consistent feedback was that Dandy Ace's walk animation was a little bit "floaty" and that he was always moving too slowly. One of the biggest updates we made were to the walk animation, improving the gameplay feel. Now it feels like Dandy Ace is running in the palace and it feels much better!
  • Dandy Ace walk animation speed increased: 30%
  • Dandy Ace walk speed increased: 6%
  • Camera smoothness follow up decreased: 50%

[h2]Shards and Grinding[/h2]
One of the most frequent feedback was that to unlock Nnif's cards improvements were too expensive, forcing some players to grind it. For that, we decided to increase the bosses' shards reward. The idea is to allow the players to have access to more shards but only after defeating a boss.
  • Axolangelo and Scissorella shards drop increased: 50% (60 -> 90)
  • Severino shards drop increased: 50% (100 -> 150)
  • Lele shards drop increased: 50% (200 -> 300)


[h2]Maps and Enemy Balancing[/h2]
One of the biggest issues we saw within the early days of the game launch was that a lot of players were finding the Entrance Hall too difficult. Because of it, we decided to nerf some of the basic enemies, as well as targeting the Entrance Hall difficulty. The objective is to make the initial experience of the game more accessible and enjoyable.
[h3]Entrance Hall[/h3]
  • Enemy Encounters: Overall, we decreased the amount of enemies the player will face in each combat encounter in this stage. Less enemies, more time for the player to learn the game. As for experienced players, playing through the Entrance Hall will be faster. It's a win-win change.

[h3]Bunny Butler[/h3]
As the Bunny Butler is the most basic enemy in the game, his attack was too strong. It was either too hard for the player to dodge or it was always putting the bunny in a position after the attack where new players weren't able to punish the enemy.
  • Charge Casting Time increased: 50% (0.4s -> 0.6s)
  • Charge distance decreased: 33%
  • Charge attack distance decreased: 20% (Now bunny butlers need to be 20% closer to the player to start the attack)
  • Walk speed increased: 15%

[h3]Bunny Jester[/h3]
  • Tumble Cooldown increased: 50%

[h3]Other Enemies[/h3]
  • Improved several enemies' preview skills visibility
  • Draculords now uses their attack, Blood Drinker, 40% closer to the player

[h2]General Changes[/h2]
[h3]Card Tier Assist[/h3]
One of the most important concepts of our card system is the Card's tier. Basically, the higher the Card tier is, the more damage it deals. As a consequence of this, as the player progresses through the palace, the enemies are also higher tier. This means that if a player doesn't change their cards to higher tier cards or upgrade them with the Niftar unlock, the damage output will start to get too low, making it very difficult to beat the game.

However, one of the hardest part for new players is to understand the importance of the tiers amidst of all the cards, upgrades, and enemies. To aid the players, we added a visual cue system that will help players to understand the relative power of their cards compared to the map they are in.
  • Green Number: card is very strong
  • White Number and Green Up-arrow: card is strong
  • White Number: card is average
  • White Number and Red Down-arrow: card is weak
  • Red Number: card is extremely weak

[h3]Entrance Hall First Gate[/h3]
Now to be able to leave the first area of the Entrance Hall the player must collect the 3 initial starting cards.

[h2]Steam Trading Cards[/h2]
Players will now be able to earn Dandy Ace Steam Trading Cards and craft game badges!


[h3]Follow Dandy Ace on all of our Social Media:[/h3]
Twitter: https://twitter.com/DandyAceGame Instagram: https://www.instagram.com/madmimic Discord: https://discord.gg/EDby5gp Facebook: https://www.facebook.com/mad.mimic/