Patch 0.10.13 - Thanks for the feedback!
[p][/p][p]Weekly Devlog – UI Improvements, New Mechanics & Major Fixes[/p][p][/p][p]Thanks everyone for the feedback over this past week! I've been frantically trying to improve the experience, and have squashed as many bugs as I can in the first week of the demo go-live.
There's likely still more that I haven't even encountered yet in my testing, so please send me bug reports if you come across anything! (There's now a button in game in a few places, most accessible being the pause menu)[/p][p]Anyway, this past week has been a productive one for Hunter’s Hand, with a mix of gameplay improvements, bug fixes, and balance adjustments. Here’s everything that’s new:[/p][hr][/hr][h3]Changes & Improvements[/h3]
[/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][h3]What’s Next?[/h3][p]More polish, deeper balance tuning, and continued expansion of core systems are on the way. [/p][p][/p][p]Stay tuned![/p][p]Dan[/p]
There's likely still more that I haven't even encountered yet in my testing, so please send me bug reports if you come across anything! (There's now a button in game in a few places, most accessible being the pause menu)[/p][p]Anyway, this past week has been a productive one for Hunter’s Hand, with a mix of gameplay improvements, bug fixes, and balance adjustments. Here’s everything that’s new:[/p][hr][/hr][h3]Changes & Improvements[/h3]
- [p]Status UI now displays both stacks and duration simultaneously (when applicable).[/p]
- [p]Status icons now flash white on activation for clearer feedback.[/p]
- [p]Fury now spawns a card at the start of each turn that deals damage equal to its stacks.[/p]
- [p]Added a temporary animation for Oathwrought (Black deck).[/p]
- [p]Guardian portraits have been reintroduced.[/p]
- [p]Shock now expires at the end of the round instead of the start of the turn.[/p]
- [p]Added a reusable Lore Label component across all scenes.[/p]
- [p]The Shop now includes 1 random item at 50% off.[/p]
- [p]Added pop-up tutorial menus for the map and battle scenes with short instructions.[/p]
- [p]Implemented a tutorial overlay system with expandable panels for future scenes.[/p]
- [p]Reintroduced card hover rotation for both player and enemy cards, based on mouse position (with previous issues now resolved).[/p]
- [p]Fixed end-of-round statuses (Poison, Regen, etc.) not triggering properly.[/p]
- [p]Fixed Poison ticking twice.[/p]
- [p]Resolved editor issues by disabling tool scripts and updating [c]card.gd[/c].[/p]
- [p]Fixed infinite recursion caused by the enemy scene loading [c]card.gd[/c].[/p]
- [p]Corrected logic for cards that check enemy cards and status effects.[/p]
- [p]Shop sale item now displays correctly.[/p]
- [p]Fixed broken card tooltips and improved enemy card update frequency.[/p]
- [p]Increased Guardian & Ancient HP to make them more durable based on playtesting.[/p]
[/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][h3]What’s Next?[/h3][p]More polish, deeper balance tuning, and continued expansion of core systems are on the way. [/p][p][/p][p]Stay tuned![/p][p]Dan[/p]