06-07-2021 Before working on Journeys itself, a simple template project was created containing a main menu, a few options and screens and a basic flow between the game and the main menu.

From there parts of the Journeys game design were implemented. The idea is to have an autobattler with a deckbuilding phase in between battles and if time allows it, there will be a rogue-like shell around that. Think, a world map where the player can choose their next battle. Likely, the deckbuilding part will not contain actual cards. Perhaps a better name would be party-building.

After each battle your party will become stronger, but so will your enemies. It is up to the player to utilize everything the game offers to stay ahead of the curve.

Right now, the main game loop in its most basic form has been implemented. Two parties face off in a battle. Each unit attacks an enemy unit from front to back until one side wins. A message log in the top left corners shows the actual numbers of attack damage and such. At this point it’s there for development/game design purposes and will probably not be a part of the final game.

There are currently two unit skills available: multistriking and extra damage. Next up are thorns (reflect damage back to attacker), area-of-effect attacks and attack random target (as opposed to the standard attack front unit first). These skills will cover all the basic abilities you’d expect from a game like this. On top of these new and more original abilities will be added.