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Devlog #48: worlds, enemies and readability in Journey

Enemies that differ in how you fight them, interactive terms and intents that show the real numbers.

In the first part of this devlog we introduced the five builds we’re considering for the new card pool. This time we’re looking beyond individual cards, at how clearly the mode explains its rules.

Worlds and enemies

Where possible, we want each world and its enemies to revolve around a particular mechanic. Enemies should differ in how you fight them, not only in their attack and health values.

Interactive explanations

Gameplay terms should become interactive. Hover over a term and you see a detailed explanation, instead of keeping half the rules in your head or looking them up elsewhere.

Clearer enemy intents

We’re also revisiting enemy intents. They should show right away who the enemy is going to attack.

Attack and defence values should account for the current buffs and debuffs on both the target and the character acting. The number on screen should describe what’s actually about to happen, not an approximation you still have to work out in your head.

Which part of Journey causes the most friction for you right now: unclear terms, enemy targets, final values or something else? What should be visible sooner or take fewer actions? Tell us on Discord.