The route is finally starting to look like a journey
The run now travels through a draggable landscape with real route choices and a castle waiting at the end.
- Map
- Art
- Progression
The first map was doing its job, but it looked like a lot of buttons squeezed together. I wanted something closer to looking over a map of the woods and deciding how to get to the castle.
You can now drag around the illustrated landscape at a fixed readable scale. Dirt roads connect the stops, completed encounters are crossed out, and the next available choices glow. Morning, Midday and Dusk change the light across the map as the run moves on.
Each stage has six fights, extra noncombat stops and its boss. A shared opening branches into routes with a few opportunities to change sides, without letting you visit everything. Those routes and encounter choices vary with the seed; the landscape itself is saved artwork. I'm much happier with it feeling like choosing a path through a place instead of working down a menu.