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BattleJuice Alchemist News

DevLog: Flask Mechanics and Fog of War

Hey everyone!

I have been thinking about devlogs and progress reports recently. I decided that I want to post written devlogs more regularly (biweekly) and video devlogs only on bigger events or updates. I want to keep these write-ups brief and juicy, so let's dive right in.

[h2]Flask Re-Drawing Mechanic[/h2]

Over the last couple of weeks, I got quite some feedback from people who played the game for the first time. Some of them said that fighting was fun, but they felt it got repetitive after a few hours. There is a lot of depth and possibilities for different builds, so I think the problem is that I am not encouraging players enough to experiment with all the possibilities already in the game. I will address that with various changes over the next weeks. In the end, I also want to make a new tutorial to familiarize players with all the abilities they have at their disposal beside throwing explosive flasks and simply blowing up enemies.

The first change is a re-drawing mechanic. You have 2 fixed flasks and 3 random flasks at you disposal. The 3 random flasks are drawn from your "deck" of 10 flasks in your cauldron. To have control over their "hand" of 3 flasks, players tended to only put 3 flasks into their deck. To encourage branching out, I implemented a mechanic that lets you re-draw your hand when using a Juicified Liquid flask.





This way, you do not necessarily have to use a flask and waste resources on it, just to free up a drawing slot. We have to do some testing on this, but it feels like a good change right now. It should give players agency and opportunities for strategic decision-making.


[h2]Fog of War[/h2]

Game development is a process of iterating. We go over things again and again until they feel satisfying for the time being. For me, one of these never-ending stories is maps. After my last update the square nature of the tiles made the local map look a bit unpolished. So I went over the system again visually and mechanically and man, it feels a lot better now.

We now have two stages of discovery. You discover a large circular area around you. When moving out of a discovered area, a fog of war creeps back. Discovered special places stay visible though.

Before:

After:

Please note that these changes are on our internal testing branch only and not yet on the public playtest version on Steam.

That is it for today, thank you for reading and have a nice weekend and maybe stop by on our Discord server!

Short Introduction Video for BattleJuice Alchemist

Hey everyone!

I hope you had a good start into the new year of 2022. Beside working on more content inside the game, I edited a very short video to introduce people to BattleJuice Alchemist. I went for the YouTube #shorts format, which has to be vertical and under 60 seconds long. I guess that is how the cool kids roll these days, so I gave it a try. You can watch the cinematic masterpiece here:

[previewyoutube][/previewyoutube]

Have a nice weekend and maybe stop by on our Discord server!

Alain

DevLog: World Map & Creating Levels

Hey everyone!

I recently brought together a few systems that have been in the game for quite a while. I taught the world map algorithm to tell the procedural level generation system how to do its job better. This came with some changes to the maps themselves and hopefully makes exploration more interesting. If you want to find out more, you can watch a short devlog video here:

[previewyoutube][/previewyoutube]

Please note that this is a preview and that all these changes are not yet on the public branch of the Steam playtest, which is still running. If you want to join, all you have to do is to click the "Request Access" button on the Steam store page.

Have a nice day and thank you for reading and watching. If you are interested in more behind the scenes content, please stop by on our Discord server. See you there!

Alain

DevLog: Haunted Places Preview

Hey everyone!

In the last DevLog I mentioned that I have been working on haunted places lately. I could not resist to talk about them a bit more in detail, because I am really excited for this new feature. It is still very much under development. The idea is to bring a version of boss fights to top-down combat. These mini events take the shape of sites charged with spiritual energy that come to life. Watch the video to find out more and get into the mood for Halloween.

[previewyoutube][/previewyoutube]

Have a nice day and thank you for reading and watching!

Alain

DevLog: New Videos Behind the Scenes

Hey everyone!

While the alpha playtest on Steam has been running I also did a bit of (backseat) playing. If you want to watch a little Let's Play video series of the BattleJuice Alchemist playtest content, you can find it here:

https://www.youtube.com/watch?v=4R6fWSnIyvI
Back to development, I have a new DevLog video for you. And what a sweet comeback it is: In this video I talk a about boring behind the scenes stuff from the office. If that is not your cup of tea, you can skip ahead for juicy news about the game itself. There is a little recap of what has changed over the course of the last weeks, which I only talked about in update posts, but not a DevLog. In the video you also get a sneak peek of a new feature that I have been working on recently. If you have 190 seconds to spare, stay awhile and listen.

[previewyoutube][/previewyoutube]

The alpha playtest is still running, you can access it on the Steam store page. If you want to get in touch with the community and talk to me about BattleJuice Alchemist's development, make sure to check out our Discord server.

Thank you for supporting me making BattleJuice Alchemist and have a great week!

Alain