Hand improvements


Todays update brings a few things:

First off, I fixed an internal bug, so now the AOE enemies all have their own unique color. Also they'll maintain their color if you save and load the game. 

Next up, the juicy things! 

Introducing a new card modifier, the interrupt!

Interrupts are special cards that can interrupt your script when their condition becomes true. Once the interrupt triggers, it'll run its code, and then your script will resume execution. An interrupt cannot be the first thing executed (i.e. the first command in your script will always run, even if the interrupt condition is true from the start). Interrupt cards also cannot be discarded (I may change this in the future). 

For now, your deck starts with 1 interrupt card and you cannot get more, so use it wisely! The interrupt card also exhausts, so you can only use it once per fight. 

Interrupts are still a bit experimental, so please let me know if you have any thoughts about them! 


Next up, I've made some major changes to how the hand works. I got some complaints about END cards clogging up the hand, so I fixed that! Your deck now starts with 2 END cards that will not clog your hand (kinda). Internally, you actually have multiple decks, which is how I set different limits for the maximum number of control cards in your hand and the maximum number of statement cards in your hand. 

Now, END cards are in their own deck and not the statement deck. A few things to note about this: 

  • You can still print END commands onto cards
  • If you print a card that only has an END command, it'll go into the statement deck and will start to clog up that part of the hand. 

The tldr of that: discarding END cards won't let you draw new statement cards. 

Files

coding_cards webGL v0.1.3.zip Play in browser
2 days ago
coding_cards Windows v0.1.3.zip 29 MB
2 days ago
coding_cards Mac v0.1.3.zip 53 MB
2 days ago

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