Alpha .7 The First Big One


Alpha.7 (I GOT GLASSES... Figuratively ) The purpose of this update was to polish mechanics, ui and overall user experience. Great feedback was given and almost all of it was addressed.... Tutorial coming soon i promise. For now bring your explosives, because learning everything is like slamming your face into a concrete wall.
New UI
A big issue with entry level players was the overwhelming amount of information scattered haphazardly around the screen. To fix this all related items are now placed together and in some way feature a sharper or more clear indicator as to what they are. In addition to this a big issue was players had no idea what to place in their starting stack of tiles. The purpose of the original design was to allow players to learn what they did wrong or didn't understand the first way through and apply it to future runs. This thought process was wrong and i see that now. Some accessibility options are in the game for newer players. (no tutorial yet)
- Added opening screen to allow players a choice on how to start
- Added starting deck option
- Added discord link in game
- Cool down timer for stack has refreshed look and conveys remaining timer left before stack can be refreshed again
- Added color behind hand area to further add clarity to what is currently in the hand
- Mana is no longer a bar and instead a matching icon to the convert tile in basic for clarity reasons
- Tooltip added to mana icon when hovering mouse over
- Grave displays total discard amount on actual tile now instead of above
- When tiles are discarded there is now a visual cue to show players that discard = mana gain
- Much clearer indicators for not having required cost for a tile
- Adjusted the grave pile to be more viewable and fit within its bounding box. (it sucks still, but it works until I find a better solution)
- Renamed all tiles to give clarity to which tiles are in the grave
- Tooltips will no longer be displayed if a tile is being played

User Experience
-Tiles are now played by clicking and dragging, Instead of click, move, click. This should allow play of tiles to be more fluid I anticipate this will bring a slew of new bugs i haven't seen yet but only time will tell.
- Added coming soon to blue and green tiles during deck select screen
- Removed tutorial buttons in deck select.
- Feedback ring has been added to combining towers
- All tile collision masks have been adjusted. No more having tiles overlap when mousing over them

Balance
- Spells added to shop
- Adjusted the heat thresholds of all creep tiles. This should allow each tile to scale up a bit slower. This also means less creep overall unless players buy spawn tiles or combine similar types on the grow zone. ( Explanation of this coming soon in game i promise)
- First boss has + 100 Hp - First boss protective orbs have +1 Hp + now scale based on current wave. (+10 Hp on wave 10)
- Eblade renamed to Mana blade - Adjusted all tiles shop costs and upgrade costs to a rough standard. I will continue to monitor these
- Adjusted all spell tiles mana costs. The purpose of spells is supportive, and often create cool clutch moments that can make a difference, the cost adjustments should reflect this purpose
-waves will now scale with new creep up to wave 30, though the other 2 bosses are not in yet

Bug Fixes - Creep tiles would continue to spawn creep at wave 10
- Spawn tiles could be moved after being placed causing weird issues
- Clicking other paths would still show fury tiles
- When viewing the grave that would change font size for ui
- Stacking a multishot on any tower would cause a crash
- Killing the first boss would cause a crash
- Tiles no longer float in the middle of the screen
- Tiles no longer are dealt to random areas
- Indicators for not having enough mana or coin for a tile now properly trigger

This update was big and we are only getting started!
Next update  might be the creep fight back update... idk yet  

Get Project Tiles A .98.7

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