Dev Update - 11/8/18


Good news! The ability cool down feature is in place. This removes MP use for magic and is applied to other strong, non-magical abilities to help limit their use as well. Still need to do some more testing to make sure this feels balanced but from a couple play throughs it feels really good. Biggest down side right now is it clutters up the abilities list a bit, but in exchange MP is no longer needed on the character panel. Might bump up the size of the HP numbers to better utilize the space.

Not entirely sure if the current UI changes are the best way to communicate cool downs to the player. This initial implementation shows as “CD: x” in the ability menu when the ability can be used; and “x Rnds” when the ability has been triggered and is still waiting for new rounds to finish cooling down. Also including cool down info in ability descriptions so hopefully it’s clear. May need to think on this some more.


Moving away from MP meant the Pool Magic ability was no longer useful. Removed this from the abilities for now, but might replace at a later time with something that “recharges” abilities or reduces cool downs.

Also fixed a minor bug with the cursor where it appears to flicker due to the animation stopping too soon before hiding.

I’d like to test this more before releasing as the cool down change meant touching a bit of code and many ability prefabs. So there’s probably something I overlooked in there. Looking to release early next week if everything is good.

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