Magicraft
Magicraft 《Magicraft is officially on sale! Developer's Log 03 Play Q&A and Update
Version
《Magicraft is officially on sale! Developer's Log 03 Play Q&A and Update
Version Date
Nov. 1, 2023
Patch Notes
《Magicraft is officially on sale! Developer's Log 03 Play Q&A and Update
Greetings, dear Great Wizards~!
Welcome to the Magicraft developer log. Magicraft is a magic action meatpigeon game, if you are also a meatpigeon audience, you are welcome to search for Magicraft in the Steam interface to learn more about it!
Magicraft was released on EA today, thank you very much for not leaving us, it is with your likes that we have the motivation to keep insisting on development.
We hope that you can still actively give us feedback, so that we can more intuitively find out the current version of the development problems and clarify the future development direction, and strive to "fine" under the supervision of everyone, which is also the significance of the launch of the EA!
In the open demo, with the idea of letting players understand and get started with the basic gameplay of our game, we selected an early version of the development version, and closed the entrance to the subsequent chapters, leaving only the first chapter for you to experience. In the demo version, you can experience 15 curse types, 35 spells, 40 wands, and 25 relics. In the EA version, we've opened up three chapters of content, and the UI, features, and plot have all been fully opened up, and there's also a hard mode for players who like to challenge themselves~.
We intend to update on a monthly basis during the months of November and December after the release, so if any of you are hesitant about the EA, you are welcome to monitor the progress of the updates according to our schedule!
Back on topic. We've compiled all the player questions from the testing and demo period, and after filtering them, we'll be answering the questions that have received a lot of attention in this issue of the developer log, so let's take a look~!
Q: How many chapters will there be in the official version, and will there be DLC to follow?
A: There will be 5 chapters in the official version, and DLC will be released later. At the same time, we will gradually increase the number of levels in each chapter, so please look forward to it!
Q: Will there be a creative workshop in the future?
A: We do have this intention, after updating to the official version that we are satisfied with, we will proceed to open this feature, and we will also provide as much files as possible to the community editors, so we hope you can wait patiently.
Q: How many achievements will there probably be in the future?
A: The current EA version does not have access to the achievement system for the time being, after accessing the achievement system, the achievements will be divided into the main progress achievements and additional fun achievements, you can look forward to it yo~!
Q: Is it possible to disable the traps in the room after passing the level?
A: Yes, we have received a large number of suggestions about this and have already made them, so you can experience them in the EA version.
Q: Will there be an online mode or LAN mode?
A: The current version doesn't have this feature yet, and we're so understaffed that we just can't spare our hands. However, if the sales meet our expectations, we will consider adding manpower to focus on the development of the online feature.
Q: What is the function of the female NPC in red?
A: This is simply a plot NPC, hoping to give players a certain amount of spice, or reward? At the same time, after optimising the storyline, we will also add individual storylines for each NPC to enrich the characters.
Q: Will there be an endless mode?
A: Generally endless mode is a feature of the later stages of the game, so please look forward to what we have planned so far~!
Q: When will the issue about optimisation of special effects be completed?
A: Actually, this was mentioned before and we are working hard to race against the clock. While developing, we have been doing optimisation and will continue to do so in the future.
Q: Injury feedback doesn't feel obvious, will it be adjusted in the future?
A: It will be adjusted, the flashing red and sound effect prompts for character injuries will be more obvious after that.
Q: The number of summoning spells is too small, will it be increased in the future?
A: Yes, we're already working on it, basically brainstorming every day. Not only summoning spells, but all spell types will increase in number in future versions.
Q: Will there be a staff class icon?
A: There is no plan for this at the moment, but if everyone wants this feature, we will consider making it available in subsequent releases.
Q: Aside from the Wizard appearance, when will the other appearances be released?
A: Technically, this is not called an appearance, but a skin. The appearance system merely changes the appearance of the protagonist, but there are no additional bonuses, such as our bilibili reservation 6w and 10w rewards (thank you very much for your participation, two copies of the appearance have already been implemented into the game).
The skin system comes with its own initial magic, just like the Wizard skin comes with Orbital Blast. The new skins will be live in the first mid-sized update version after launch (expected at the end of November), so you will be able to experience more skins then.
Q: Is it possible to pop up a comparison of the new staff's attributes with my own staff when I'm near it?
A: That's a great idea, thanks to the player who asked the question, we've already started working on the feature and hope to see you soon.
Q:roll spells may become a passive situation, and the card in question needs to destroy grass or boxes to pass, but the spells on the body do not have the ability to clear the terrain, is it possible to come up with a melee function to circumvent this kind of situation?
A: Currently roll spells do not appear to be fully passive, and levels do not appear to be completely blocking the path, unless we missed it, if you encounter this situation, it is a bug, please contact us.
Q: Can we add play instructions within each mini-game level?
A: Adding player instructions directly would take the fun out of exploring the game, so we don't plan to add that feature. Of course, for levels that are not easy to understand, such as connect-the-dots, we will optimise for easy understanding. Meanwhile, more mini-game levels will be added later, so get ready to use your brain~!
Q: There are always consecutive shop levels and consecutive processing room levels, will this situation be improved?
A: In the EA version, there will be a function for NPC's outside training, and the problem can be effectively improved by changing the frequency of certain levels.
Q: Is it possible to DIY levels, such as only dropping spells and only dropping relics?
A: Not at the moment, but it can be added to the Creative Workshop for editing in the future.
Q: Is there any plan to launch on other platforms?
A: We intend to go live on every platform if we can, but we need you to wait for our development to be completed.
We're going to say goodbye to you all for this issue of the Developer's Diary! Thank you for your support!