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Development Blog Post JIG

Purify — gold

The image of the game's title screen

1.Adjust the game level difficulty to make the game easier to play.

We achieve this because in the last beta version, most players are not able to reach the end of the third level. So we delete some enemies and put more resources on the map. Also, at the beginning of the level, characters and money will be supplemented to a certain level, in case players don't perform well in the last level. We also add more warriors to the game.

2. Add a dismiss panel.

We notice that players tend to get stuck with their gold. Therefore, to add more decisions for them, players can now actively dismiss some characters in the team to reduce the gold cost every day.

3. Add a volume panel.

Because many people will find the volume of the BGM is too loud. Hence we add a game setting in the pause menu to allow separate controls on the volumes of BGM and special effects.

4. Add some new tutorial for the game. Adjust the original tutorials.

The previous tutorial of telling players not to attack enemies turn out to be not working very well. Also many players cannot see the final boss in the third level. So we add a boss to the first tutorial to make it strong enough that players have to avoid it. We also add new tutorials for dismissing characters and providing characters at the start of the level.

5. Add different musics to boss fighting, normal fighting and dungeon.

As our freelancers make the musics for our game this week, so we add different musics to the game to make the game musics more abundant.

6. Add scene transitions and modify the title screen.

We received feedback last week that the game doesn't look professional because that there is no scene transition. Therefore, we add some animations to the transition and the text of loading will appear on the screen. Also, we modify the background image of the title screen. Also, we make the beginning story clickable to ensure players can see the texts.

7. Further fix some UI and displaying issues.

We find that the layers of characters are not correctly shown. So we adjust it so that characters with smaller y will have a higher layer. Besides, players can now see how much money they will lose on the next day. In this case, players will be able to plan in advance like whether to dismiss certain characters.

8. Add different sprites for the skilled wizards.

We notice that many players find it hard to distinguish the skilled wizards and the normal wizards. Also, it will be hard to judge what skill a wizard have just by reading their names. Therefore, we use different sprites for each skilled wizard and it can be identified easily inside a large character team.


As there is no future iteration for this project, there is no clear planning for the next week...

But if there is more time for this game, we believe the game balancing needs to be further adjusted. And if possible, there will be delicate UI designs and panels. Also, it can be possible to add more enemies and add more kinds of characters into the game.


The Mac Builds can be downloaded here.

The Windows Builds can be downloaded here.

The total zip can be downloaded here.

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