This is an alpha version for the game. It contains builds for both Windows and Mac systems.
Development Blog Post JIG
Purify — alpha
1. Shorten the tutorial part to make the texts preciser.
We notice that many players will lose patience given a long tutorial and frequent pause in the game. Therefore, we cut short many tutorials to make the texts preciser and to the point.
2. Improve the moving mechanisms by allowing players to adjust the characters’ relative positions.
During play testing, we noticed that players failed to adjust the relative positions of the characters. To give players more freedom on that, we make changes to the moving mechanisms so that the speeds will now change dynamically. In this way, we hope to make soldiers stand in the front of the team. Besides, we hope to encourage players to actively adjust the relative positions before fighting.
3. Increase the difficulty of the level by reducing the number of collectables and adding a boss.
Players would find level 1 too easy for them because there are excessive gold and mana collectables. So we reduce the amounts to make the level more difficult and players should complete the level in a certain time. We also add a powerful boss mechanism to the game to increase the competitiveness.
4. Add time system UI and day-night shifting mechanism.
Most players won’t pay attention to the hidden time system where will affect how money is reduced. Hence, we add a UI for it to make better indications. Besides, we want to encourage players to make better use of the safety houses in the map. So we add a concept of night when enemies will be strengthened.
5. Add a small map indicator.
Many players lost their way to the destinations when exploring the map. Therefore, we add a map indicator in the corner of the screen to make players aware of where they are and the important places will be marked on the map indicator.
6. Add a new skill and change the way of selecting which skill to cast.
We find that players could find it hard to use tab to switch between the skills. So we modified the way into pressing 1, 2, 3, … to cast a certain skill. Also, to increase players’ decisions, we also add a new skill that can create a wall to block enemies.
7. Add a dungeon to the level.
To increase the decisions players can made in the map, we add a dungeon to the map. Players can decided whether to enter or not as the dungeon is a high-risk and high-reward place.
For the future iteration next week, we are planning to:
- Add more levels and bosses
- Complete the boss generating mechanism
- Further fix to make the movement smoother
- Polish the active skills of the wizards
- Achieve better game balance for players and enemies
- Add checkpoints to the tutorials
- Add animations to the remote attack