Little Adventure Tale is a Roguelike Deckbuilder where you can Hire Companion classes and manage several playable card decks including: upgrading and adding new cards.
Build your Party!
This Journey is not faced Alone you can Hire powerful companions at the Guild and manage several Card Decks.
You need to choose which characters you want to draw cards from based on the condition of the battle and your enemies intentions! Use your Draw Total with wisdom.
Visit the Guild in Town:
Accept Quests to earn more money for completing certain actions! This may make future battles more challenging. It also increases the Score of your Run for those of you wanting to Top the Leaderboards
Careful not to let too many of your Companions die you will be sad! But also your Reputation with the Guild will decrease! You will be Blacklisted from the Guild on your current run if your reputation drops too far!
Increase your chances of success by:
Taking on Elite battles - be cautious!
Fighting Bosses
Proceeding through Events
Buying Cards from the Market
Upgrading your Cards at the Smith
Accepting Quests at the Guild and Hiring Companions!
Stocking up on Potions!
Obtaining powerful Trinkets
Features:
Companion Classes: Hire companions from the Guild and gain control of an entirely new deck with the option to level, upgrade and obtain more cards for your Companions!
Quests: From the Guild you can accept quests this will allow you to take more risks or set new goals in order to gain more gold, cards or trinkets
Character Customization: Customize your hero and unlock more cosmetics through in game progression only!
Ascension Difficulty: Challenge yourself with 10 difficulty modifiers upon first completing the game. Gradually unlocking these.
Little Adventure Tale Comes with:
Cards: 280 cards
Trinkets: 78
Events: 12
Companion Classes: 6
Player Classes: 3
Potions: 33
We Launched on Steam! Yay! steamhappy
The game has come along way - I will share more on a YouTube video I'm planning to
make hopefully by this weekend!
My next goal is going to be:
Getting a DEMO going its good for people to be able to try the game before buying it but
I've got some things I need to clean-up first:
Fix Main Menu
- >Run in background - not sure what this setting was just copying Knock on the Coffin Lid that had it so need to remove that.
- >Fullscreen - can't work out how to get borderless going with my Untiy Version the game is in.
- >Controls and General Button
- >Fix extended latin characters
- >Fix background image tiling - my clouds on the main menu have an annoying line that does not tile at a certain point!
- >Add bug report and feedback - I've got a button that links of to a google form pretty rudimentary
General
- >Cascade Updated settings window to other scenes - so I've got a bare bones settings menu on my other scenes other then the main menu that needs updating
- >Put an easier place to change language settings - its hidden in the settings menu as a dropdown probably not the best UX
- >Tutorial update
- > Hints Update
- > Throttle game - don't let them onto the third floor
- > Localise Demo Completed and word Demo
- > Achievements - I aught to finish these up I plan to have 20 to start with the rest will be stretch goals to add in
- > Leaderboards - Need a highscore and fastest time leaderboard going and players can post their score sort of thing
Statistics
Transition statics from Prefs to something else - something that works with steam Cloud saves rather than Playerprefs that comes with Unity that's tied to your machine.
Audio
Steam achievement sound
Quests:
Make sure can fail
make sure completed listed
Check they add to Leader board scores for particularly difficult quests for example - Certain Doom
Tune up UI?
Combat
> In-Combat tooltips - I've recently added localization to my game it was quite an effort and still ongoing there are some cards I need to clean-up the non-localized and localized tooltips for. I've focused the last 2-4 weeks on that effort so hoping to work on something else! But its mostly done now.
Deprecations:
> Cheat's Menu - this is back from when the game was on WebGL I needed a way to retain data between updating the game build - giving player's cheat codes they can enter was the approach that was quick to implement - that's going away now but may make a return in the future
> Patch Notes - I don't need to have them in game potentially as I can just post about them here - reasoning for this is I have to localize the patch notes that might be easier to do elsewhere rather than the game itself since I implemented my own localization which was quite challenging!
Future Goals for the Game once I settle the above:
After dealing with the above bits the next things I want to work on are adding more
content
Current counters are:
Cards: 280
Relics: 78
Events: 12
Companion Classes: 6
Player Classes: 3
Potions/Consumables: 33
My enemy variety is pretty good - can always add more and I certainly will but we're lacking in the
event department so going to look at increasing that by allot more!
Minimum Setup
- OS: Ubuntu 16.04+
- Processor: 2 Ghz. SSE2 instruction set support.Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 1Gb Video Memory. Graphics card with DX10 (shader model 4.0) capabilities.
- Storage: 500 MB available space
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