Reception devlog · Feature
70 things we cut
Building Reception meant cutting about 70 features in eleven weeks. Here are the ones worth telling, grouped by what they were about. Most came in two waves: 31 August, when the prototype became a product, and the week after testers arrived.
Movement and maps
- Water as a wall became walkable water at two ticks a move.
- Static enemy tiles became roaming monster groups that merge and promote, because monsters should hunt.
- Three fixed exits became parties leaving through each other's spawn points, once several parties shared one map.
- The exit tether and dead-end memory became shortest-path routing. The tether pointed the wrong way about 38% of the time.
- Dungeons that closed when cleared became repeatable dungeons with rooms rolled by depth, for replay value.
Combat
- The SPD stat was replaced by LUK, with turn order by coin toss and position. Speed did nothing in the turn system.
- Instant wins on contact became real turn-based combat.
- Monster groups as one body became individual monsters, each with its own HP, tier and turn.
- Monsters healing fully after a win now carry their damage into the next fight.
- Flavour-only ability cards became cards that state exact numbers, because some cards promised effects the game didn't have.
- Damage on Light Tap and Radiant Wave became heals, because the starter party couldn't answer poison.
Gear
- The 13 original gear items became 40 tiered items. 12 of the 13 did nothing in combat.
- Defeat stripping all gear became losing only gear found in the run.
- Gear locked by class became Light, Medium and Heavy armour weights, with class locks kept only at SSR.
- 24 pieces of starter gear went entirely. Every piece must now be found, because bare Commons cleared the first dungeon 90% of the time anyway.
- Gear on party seats moved onto the heroes, because a hero taken out of a party was stripped.
- Gear HP refilling every fight now stays spent for the whole run.
Running the guild
- Run speed controls (1x, 2x, 4x) are gone permanently, and a test forbids bringing them back. Parties share floors, so time is a balance quantity.
- One-tap "Send Party again" became the full three-screen dispatch every time, so each run is chosen fresh.
- "Runs left" counters and fatigue warnings that blocked nothing were removed. Players understood fatigue without them.
- Position 1 always leading became a leader you choose.
- "Copy to Party N" was removed because it doubled heroes: one hero, one party.
- 24-hour fatigue recovery became 8 hours, with a live countdown.
- Easy, Medium and Hard assignments became monster tokens: trophies worth stealing.
Screens and style
- The victory fanfare became silence on a win.
- Developer readouts in the player view moved behind an admin switch. A new player would have seen a debug console.
- The text logotype became the painted hanging sign.
- Em dashes in game text became full stops, commas, colons and middle dots, as house style.
- The Party Save button became autosave.
- Hero sprites and walk cycles became portraits only.
- Run music over every menu now plays only while watching a run. Menus will get their own tracks.
- A 9-pixel green upgrade marker became a yellow "!", after a tester never noticed the old one.
- Photoreal placeholder portraits became our own anime portraits. Wrong style.
Economy
- "The cash shelf never sells power" gave way to Sena selling Writs of Hire, as a second way to get them.
- A Writ for every two runs became a daily Writ, plus Arena first clears and Sena's shelf.
- 4 treasure per pack slot became 1, so leaving treasure behind is a real choice.
- Save import and export for players became developer-only, because nothing earned may sit on the player's computer.
Some of these went back and forth before they settled. Those are in Seven decisions we changed our minds on.
BellHop Studios