Devlog#48. Worlds, Enemies, and Readability in Journey
In the first part of this Journey devlog, we introduced the five builds we are considering for the new card pool. This time, we are looking beyond individual cards and focusing on how clearly the mode communicates its rules.
Worlds and Enemies
Where possible, we want each world and its enemies to revolve around a particular mechanic. The goal is for enemies to differ in how you fight them, rather than only in their attack and health values.
Interactive Explanations
Gameplay terms should become interactive. Hover over a term and you should see a detailed explanation of what it means, instead of having to keep half the rules in your head or search for them elsewhere.
Clearer Enemy Intents
We are also revisiting enemy intents. They should immediately show who the enemy is going to attack.
Attack and defense values should account for current buffs and debuffs on both the target and the character performing the action. The number shown to the player should describe what is actually about to happen, not an approximate value that still needs to be calculated mentally.
Which part of Journey currently causes the most friction: unclear terms, enemy targets, final values, or something else?
What information should be visible sooner or require fewer actions?
Comments (4)
I've only recently discovered this game, so some of my points might already be known. Biggest issues for me with the current cards are consistency of terminology, overall usefulness of many of the cards and readability of enemy actions at a glance. Starting with the latter: Sometimes icons on enemy's next action are misleading. Concerning terminology/wording: Seemingly incosistent wordings for the same effect. Sometimes unclear special effects (e. g. Duplico Impetus: Hits twice for 3 dmg each. If target has bleeding, then deals 2 more damage -> per hit or in total?). Sometimes effect targets are specified, sometimes not (e. g. pink slime heals 6 hp, but it isn't specified that this heals all its allies). So sometimes crucial specifics are omitted, and sometimes they are specified when they're redundant. Also sometimes parts of the description are missing (e. g. Flagrantia also deals 7 dmg). Also, many of the cards and craftable items feel like they're not worth it balance-wise. Some item effects seem completely useless right now (e. g. Aracana Medallion reducing mana by 3, when default mana is 3 and there is only one other way to increase mana (Audrey's "Solar Power" card)). Lastly, some descriptions don't use effect or character name variables, but "hard-coded" strings. "Burning" is the biggest offenders if I saw correctly.
Thanks for sharing. We’re currently reworking all the cards in general, trying to build several “decks” with clear internal synergies, plus a deck of general cards with broader usefulness. At the same time, we’re writing descriptions without hard-coded names by passing the actual cards/buffs directly into the descriptions, so hovering over them will let players get more detailed information.
As far as the hover over rules/effects/status indicators, would it be possible to add a toggle option for them? On mobile, it's sometimes tough to hold on a status blip without obscuring the words with your thumb or finger, haha. (I end up whipping out my rarely used stylus tbh, but phones rarely have those these days)
So, basically “pin” the description? Tap the effect, a small progress bar fills up, and the description stays pinned until you tap anywhere else? I already made this for mouse hover, but I didn’t think about mobile devices. I’ll add it to the list of things to improve.
