Week 17 update!
I've started setting up a more immediate and tangible meta-progression system in Way to Pin, starting with the in-dungeon shop.
There, you'll be able to buy trinkets, which your heroes can equip to get various boosts. Some are pretty straightforward, like regen 2 HP per turn, others modify other actions, like letting your hero generate Charges or debuff enemies on a move action.
There will be a larger Talent system as well (currently WIP), and a bunch of smaller mechanics bringing more variety into all that, like temporary HP and different kinds of heals.
Sure will be fun to test and balance :D
Week 16 update!
Wow, that's a lot of weeks... This one was spent updating the Steam page assets - hope the submission goes smoother this time.
In the meantime, I've started reworking the movement system in the prototype build. In Darkest Dungeon, which Way to Pin is an hommage to, moving a character almost always felt like punishment. Here, I want to make it a valid tactical option.
What's already there: Each character archetype does something useful when moving.
-> Warriors buff their attack or defense, based on whether they advance or fall back.
-> Mages get a power buff on the next spell.
-> Rogues get a one-off damage mitigation bonus.
-> Wardens remove dangerous status effects from allies.
Coming up next: Enemy abilities targeting specific positions, not heroes, positive and negative run modifiers doing the same thing, and other shenanigans aimed at making movement more meaningful and interesting... Ideally, not to the point where it becomes forced, tho.