Dev Blog Update: Reimagining the Transition System in Jumara


Greetings, Jumara enthusiasts!

We’re excited to share some updates on the development of Jumara, specifically regarding the transition system between encounters. As you know, in a single run of Jumara, players can engage in multiple card battles. Each encounter involves shuffling the deck, drawing seven cards, a mulligan phase, and attempting to defeat the prey or predator using available actions. However, what happens between these encounters has been an area we felt needed some rethinking.

Initially, we implemented a movement system reminiscent of Magic: Shandalar, allowing players to navigate a map freely. As players approached a prey or predator, an encounter would trigger. The map also featured traps, special events, healing zones, and more to enhance the survival aspect. While this system is functional, it somewhat detracts from the core card gameplay, creating a stark separation between the two elements. Our design intention was to keep the card game and movement aspects distinct, ensuring the card game could function independently.

However, this approach hasn't fully satisfied us. It draws attention away from the card game and might confuse players with its complexity. We aim for simplicity and ease of play, making the game engaging without being overly demanding. Thus, we’re exploring simpler alternatives to replace or complement the movement system.

Current Considerations for the Movement System:

  • Simplified Map Interface:
    • A map interface where players choose their path could offer a streamlined approach, but might still introduce unwanted complexity.
  • Continuous Play Mode:
    • A survival mode advancing in a straight line on an auto-pilot map. While reducing interaction, this may overly limit player agency.
  • Multiple Entry Points Map:
    • A classic map with various entry points (A, B, C) leading to different landmarks like shops or special encounters. This is interesting but well-explored territory.

New Concept: Symbol Slot System

This afternoon, we brainstormed a new and intriguing concept: the Symbol Slot System. Imagine three slots where symbols appear pseudo-randomly. Symbols could include a bush, shop icon, coin, exclamation mark, question mark, and more. Here’s how it would work:

  • If three identical symbols appear, the corresponding action is forced. For example, three bushes would trigger a combat encounter.
  • With three different symbols, players can either re-roll all three at a higher hunger cost or select one to activate its effect. Choosing one symbol re-rolls it, increasing the chance for more strategic outcomes.
  • Each symbol triggers specific events: a bush could start a combat, a coin might reward Bone Coins, and an exclamation mark could introduce an unexpected event.
  • If players achieve three identical symbols, the reward or consequence is amplified.

This system introduces multiple encounters and a mini-game feel where players choose between three paths, each selection leading to unique events. The rarity of symbols will be balanced to ensure combat encounters are more frequent, though modifiers could adjust these probabilities, akin to encounter repellents.

Physical Adaptation Possibility

One exciting aspect of this new system is its potential adaptation to a physical format. With a deck of "Events/Monsters/Modifiers" cards divided into three piles, a die, and our main deck, we could recreate this experience without a digital medium. This adaptability makes the game more versatile and appealing.

Our goal is to make Jumara enjoyable and a pleasant pastime for a few hours. We’re keeping all options open and experimenting with simple yet engaging functions. While the 3D movement aspect might be disabled by default, we could offer it as an optional mode in the future.

Stay tuned for more updates as we continue to refine and improve Jumara. We appreciate your support and feedback!

Happy hunting, The Jumara Dev Team


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