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Devlog#12

Magic Academy
A browser game made in HTML5

Hello everyone! Another week has passed, and we've accumulated enough changes that we want to tell you about.

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Firstly, the boss selection vote, which started last weekend, has ended today. The Catgirl received the most votes (46% of the votes and 50% of the participants), followed by the Rogue (30% of the votes and 29% of the voters).

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Secondly, based on the voting results, the artist will start working on the character and her minion protectors shortly. But for this, we want to hold another vote to determine the "details" of our future boss.  The choice of boss tits size is here:

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Thirdly, after completing the "technical week" dedicated to QoL and technical debt, we are back to working on new content. We are currently working on a beach filler and a continuation of Victoria's story.

Besides that, the next big update will be the "relationship system", which will return the opinion of the characters about us, as well as add dates and relationship development.

Also, the programmer promised to do his best and in the next patch to implement an event delivery system that supports continuation from old saves.

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Fourth, version 0.2.2.1 will be available to students next Friday (19.07), and on 26.07 it will be publicly available. Today we are releasing the alpha version 0.2.2.2, which will be available only to our patrons of the Professor level and above.

This version does NOT include new content, only gameplay changes. If your support level is Professor or higher - you can access the new version here.

We are releasing it first to test our ideas on a loyal audience. If you would like to support us, help us with ideas and evaluation - we would be grateful.

What's included in the 0.2.2.2 update:

  • Updated game engine version.
  • The item in the Journey store is now grayed out if you don't have enough resources for it.
  • Fixed an issue with "flickering" transitions between locations, where the default state of the location would appear for a moment.
  • Removed on-screen buttons and added an on-screen touch bar in the magic minigame. You can now cast spells by swiping your finger/cursor across the screen (thanks to Habish for the idea).
  • Removed energy chips from resource minigames. Now energy is awarded for the length of chains collected. The longer the chain collected, the more energy you get. (thanks to Habish for the idea)
  • Fixed a bug where the "Fullscreen Mode" checkbox in the settings did not take into account the current state of the screen and could minimize the window every time you exited the settings.
  • Updated the resource minigame field generation.
  • The mine now generates the playing field in "chunks" - small groups of resources ready to be collected. Gradually the playing field will degrade into a chaotic one to avoid infinite gameplay at the expense of energy.
  • Added an active quest widget to the game map HUD. It shows all current tasks. Can be hidden by pressing the button in the interface. (thanks to Habish for the idea)
  • Updated minigame tutorial
  • A significant portion of the CG scenes have been migrated to the new "interactive" system. This will greatly improve engagement and give you the opportunity to calmly view the best shots.

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That's all! Thank you all for being with us and for supporting our small but friendly team.

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