Another week, another update.
Since the first launch, Tic Tactic has been playable from start to finish. The start and finish have changed, but the game was always a linear roguelike experience, with some randomized encounters in between.
While the "what" has not changed, the "how" has changed many times. Each update has introduced new steps for the player to experience, from actively choosing loot to collecting gold to making deals with slimy-looking traders.
In the newest update, I added some changes to existing elements of the game, including new quality of life features, graphical updates, and new sound effects. I also introduced some new things, like a map to show you what your path will look like, and a trader that will take some of your tiles off your hands. If you're interested in a more detailed (and frankly, more engaging) breakdown of the changes, feel free to check out the dev log!
I've also started ironing out the roadmap for the game. As the main Itch page loudly proclaims, I'm still considering this a pre-alpha. I hope to enter Alpha towards the end of October. Planned changes include:
- Alternate bosses for both areas
- New enemies and elites in the pond environment
- Another AI adjustment to make it a little more predictable at earlier stages
- An inventory system for items
- The ability to view acquired tiles as well as the tiles sitting in your draw pile
- Act three, where you will finally enter the fowl home of the chickens.
If you give the update a try, let me know what you think! I included a Discord link and a feedback form in the game, and you can always use the comments on the Itch page. Thanks for reading, and until next time!
- unbreaded