What's Up With AAC #5


While we have not shared much, a lot of progress has been made on AftherSchool Adventurers Club since our last update!

First, let's start with some major changes that were made in order to streamline the gameplay:

When testing the game, we realised that some of our initial ideas and systems were not as fun as we anticipated them to be.. and were actually more of a burden for the player. As such we have made the following changes to keep the game moving faster and the downtime as low as possible:

  • Removed the Village between each dungeon.
  • Moved the NPCs that were located in the various Shops and Upgrade Facilities of the Village to the Dungeon as new "Traveling NPC" room types.
  • Moved the Scavenger NPC to the first room of the first Dungeon of a run. For a fee can retrieve a random item from your previous run.
  • Removed the material requirement for Weapon and Spell Book upgrades, to limit inventory management.
  • Added a Guild Master after each boss. He offers Rank, Weapon and Spell Book upgrades in exchange for Gold. Also sell some items, but for a concedirably higher price than regular Traveling Merchant shops.
  • Transitions from Dungeon to Dungeon are now automatically happening withoout having to walk on a World Map.
  • A Run now includes 5 Dungeons, some of which can be swapped randomly once certain Rulebooks are obtained.
  • Rulebooks are now unlocked automatically as you progress through the game. They add new features to the Campaign and raise the overall challenge of the game.
  •  No more Power Meta Upgrades: Table Items are rebalanced and are all available from the beggining. It is up to the player to find the combinaison that works best for them, and use their skill to win the game.

Now for a list of all the new stuff that what was completed:

  • Wrote the whole story for the game.
  • Added 3 new dungeon environments:
    • Catacombs
    • Academy
    • Ruins
  • Added 3 new songs.
  • Added over 50 new enemies.
  • Added 3 new Boss fights.
  • Added 11 new classes, each with a unique passive skill, their own starting gear and sprites:
    • Warrior
    • Rogue
    • Mage
    • Barbarian
    • Ranger
    • Paladin
    • Spellsword
    • Monk
    • Engineer
    • Guardian
  • Revamped the Adventurer's sprite.
  • Added 5 new weapons:
    • Crossbow
    • Alchemy Bomb
    • Shuriken
    • Fist
    • Landmine
  • Added 4 new magic items:
    • Rage Belt
    • Speed Boots
    • Hunter's Cape
    • Teleportation Glove
  • Added 2 new spells:
    • Heal
    • Protect
  • Added 19 new consumable items.
  • Added 3 new Status Effects:
    • Poisoned
    • Stunned
    • Confused
  • Added "Event" type rooms, that contain special events/quests. Some Event Rooms are dungeon exclusive while others are available to spawn at anytime through the campaign.
  • Club Members now appear in the Club once rescued.
  • Added locked treasure chests. Require a small key or a special skill to open.
  • Added the ability to walk while attacking.

In its current state the campaign can now be almost played from start to finish! 

There is still a lot left to do before we can release the game, but we're getting a lot closer to the goal! I am also currently working on a brand new trailer, so stay tuned to see AfterSchool Adventurers Club in action!

Finally, here's a little family picture of our enemies and bosses:

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