• Register

This member has provided no bio about themself...

RSS My Blogs

Purify - Gold (Windows/Mac Build)

sal_194 Blog

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.

Purify - Beta (Windows/Mac Build)

sal_194 Blog

Development Blog Post JIG

Purify — beta

This is a cover image for the game trailer

1. We do much game balancing to the game to ensure there are enough decisions for the players.

As we notice that players are too strong when competing with the enemies. We adjust the number of players and enemies in each level, as well as the number of collectable inventories. In this way, we make the game harder where players have to think about how to use mana and think more about the gold consuming.

2. The skills now need mana to cast and defensive skills are added.

From the play testing, we notice that adding cool down time to each skill is not enough because players will always use the skills after the skills are casted. Therefore, we add mana cost to each skill so that players cannot always cast skills if the mana is used up. Also, we add many defensive skills so that players need to decide to use the mana system on attacking or defensing.

3. Tutorials are added a new part and a skip function.

One of the initial ideas for this game is to encourage players to move forward and pass the level. But we notice that many players tend to kill all the enemies in the level. So we add a part into the tutorial to notify players that it is not always necessary to fight enemies. Also, we adjust the map accordingly to make players very hard to beat all the enemies. Besides, we also add a skip function at the beginning of the tutorial so that players won’t see all the guidance texts in the tutorial if they are not playing the game for the first time.

4. Allow users to use tab to separately control the soldiers now.

We find that players wish to actively adjust the relative position of the soldiers and wizards. Therefore, we add a tab function where users can press tab and only control the soldiers. In this way, we hope that players will have more freedom in protecting their wizards using the soldiers before fighting the enemies.

5. We add a boss that can do range attacks to give penalties to large player teams.

We notice that many players will always add people to their team. We believe the reason is that the gold penalty is not enough. Also, we add a boss to the end of the last level. The boss can do range attacks so that large player teams are more likely to be hit by the boss. In this way, we hope that we can give further penalties to the large teams.

6. Add story to the beginning of the tutorial level to increase the professionalism.

Most players won’t bother to watch the game story by pressing a button in the main menu. Therefore, we add a simple animation when players are entering the first level.

7. Add an Esc function to the game.

Many players complain about not being able to restart the level and quit the level in the middle of playing. Hence we add a pause page where players can choose either to resume, restart or end the game.


For the future iteration next week, we are planning to:

  1. Further make game balancing according to the play test videos.
  2. Add money returning mechanism so that the game won’t immediately end when the money is used up.
  3. Improve animation for the newly-added skills.
  4. Add music made by free lancers to the game.
  5. Complete the unfinished parts in the trailer.
  6. Improve the day-night system by making enemies move faster at night.
  7. Add back-to-entrance function to the dungeon.
  8. Add cool down to entering the door to avoid double click on the door.

The builds can be downloaded here.

Purify - Alpha (Windows/Mac Build)

sal_194 Blog

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:

  1. Add more levels and bosses
  2. Complete the boss generating mechanism
  3. Further fix to make the movement smoother
  4. Polish the active skills of the wizards
  5. Achieve better game balance for players and enemies
  6. Add checkpoints to the tutorials
  7. Add animations to the remote attack


The link for the downloadable build is here.