v0.2.0: Systems Overhaul!




Hello again! Releases have been sparse while I've dealt with a hectic move IRL, but I've been working on many prototypes based on player feedback. This update comes with some big changes to the game's systems that should feel a little more harmonious.
As always, please feel free to leave your feedback! Next up, I'll be focusing on small patches and bugfixes for the current release and experimenting with more big changes. I kept the skills and enemies mostly the same in this version of the game as not to muddy feedback on the new systems, but increased variety is big on my to-do list. Beyond that, I'd like to play around with different level layouts. I like the current setup a lot for its big, dramatic shot arcs, but at the moment it feels a bit arbitrary and inelegant.
Changes:
- Replaced Rift Health with a more explicit timer called Rift Lifetime. It does not decrease when attacking enemies.
- Replaced Progress Timer with a Progress Meter. Now, progress increases when enemies are destroyed, which should be a clearer relationship than the health system.
- Rifts now award 1 Prestige Currency when first defeated, and you can't earn that currency by replaying older levels.
- Rounds now have multiple bosses that must be defeated to progress, which forces the player to choose their targets instead of just focusing down the boss.
- Carefully rebalanced the progression curve, which should hopefully feel a lot more intentional and exciting, even with the basic skills in place. Let me know if it feels too slow or too fast.
- Added a few new animations! The game should feel just a bit juicier.
Get Arcannon
Arcannon
Bouncy, satisfying, skill tree incremental.
Status | In development |
Author | Ivy |
Genre | Strategy |
Tags | 2D, Idle, Incremental, Minimalist, No AI, Physics, Relaxing, Short, Singleplayer, upgrades |
More posts
- Optimization! Plus: what's next?46 days ago
- v0.1.0: First public build! First patch!52 days ago
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