Card Attack KAIJU - Version 1.0.3 LIVE!


Hello everyone,

Thank you so much for playing and supporting Card Attack KAIJU! We've been pleasantly surprised to see there is an audience for this weird little mash up of a game and are really happy with the reviews you have sent our way. Card Attack KAIJU may have started as a means to show off the capabilities of our Card Game Combat plugin, however, we are really glad that folks have found it engaging enough that it can have a life of its own!  We've put together a quick Week 1 patch to help improve the experience for players:


Change Log

Bug Fixes

  • Fixed Crash Bug when you hit Cancel on the KAIJU Select Screen. Now you can safely pause and return to Game or exit to Title.
  • Fixed bug where opening the Pause Menu spawned UI Elements on screens where there is no active Actor. It no longer does that.
  • Fixed the Tutorial softlock issue for the First Battle. There's still a graphical bug but that should be easy to clean up.
  • Fixed Tutorial Popup issue where the timing of the tutorials for Parasxector and Doomegalith were off.
  • Fixed text instances where old symbols were still being used for Cards, Energy

Gameplay

  • Improved system for Enemy Troop pooling so that the level of Enemy you encounter matches Chaos Level more smoothly. 
  • Final Boss has three Countdown variations which are randomly chosen at the start of a run, and added a Countdown factor that is tied to Chaos Level so if you fight the Final Boss at lower Chaos Level you get a few turns before they get going.
  • Changed Adaptations distribution such that Tough and Ingenuity appear later down the line and pushed forward Borrow and Duplicate.
  • Made a change to KAIJU movement such that if you move over crack tiles, you move faster so it cuts dead time on the map.
  • Made changes to Cards: Outbreak, Final Form, Star Volley to keep in line with their "intended" design.

Presentation

  • Added new Crack tiles for each KAIJU to create more variation as you destroy the map. Will keep adding more to this in the future.
  • Added capability for directional sound and soundtrack management. Will be doing more with this in the future.

What's Next

We are going to collect feedback on Card Attack KAIJU for some time to determine which set of changes we should tackle next. We definitely want to include more content in the form of more KAIJU, more cards, more Final Bosses, more Adaptations, more Cities etc, but before that we should take stock of what foundational things need to be fixed first before we build on top of it. There are a few things that come to mind as changes we may see going forward:

  • Changing how Buffs and Debuffs Work: POW and DEF buffs and debuffs are in the game, but they are working in a somewhat unintuitive manner. POW works fine as it modifies DMG, but with DEF modifying BLK makes sense on the player's side but not the enemy's side as much. What this means is that either Buffs and Debuffs can't work symmetrically or that DEF buff and debuff will need to focus on modifying DMG as well. Buffs and Debuffs of the same type should cancel each other out for improved readability.
  • Separating the Stat Upgrade and the Deck Modify Adaptations: Right now the Stat Upgrades show up in the Adaptations list and while it has made for some Adaptations to be interesting, it does make it such that a player could potentially clear a run without ever modifying their Deck which feels off for a deckbuilding card game. Since we wanted more interactions to happen on the City map, perhaps it would be good to separate the Powerups from the Adaptations and see the changes in player's runs.
  • Altering the City Layout and New City Maps: The City we have now works, but we have received feedback that additional visual flair would be appreciated. Moreover, there is an opportunity to try variable layouts for where powerups are placed and where enemies are to make each run feel different from each other within a certain bandwidth of experience. Much of the visual assets required to distinguish cities from each other need to be commissioned, however, we can try several level designs before committing to an aesthetic for a city.
  • Improving Game Readability: Card Attack KAIJU has a lot going on in front and behind the scenes and we want more of those changes to be visible to the player so have the information to make more interesting decisions. Biggest among these is clearly signalling what specific changes happens when Chaos Level rises and also now many Encounters it takes for Chaos escalate to the next level. There should also be more indicators for what type and level each Enemy is at on the map for players to determine whether they should engage. In Battles, right now a lot of the animations that go by really quickly and that can make certain KAIJU that do a lot of actions like Parasxector somewhat hard to read so adding skippable delays so that it is clear who is playing a card and who is the target of the card's ability.


These are just a few of the things we want to tackle on future updates. We are looking forward to incrementally improving the game until we can deliver the full experience to you. If you have any suggestions on how you would want to improve the game, please feel free to leave a comment. Once again, thank you so much for giving this game a chance, it means the world that we get to liven your day even if it is for a 15 minute KAIJU smashing good time :)

Cheers,

MythAtelier Team

Files

Card Attack KAIJU - Release (v1.0.3) 181 MB
Nov 09, 2022

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