Weekly Update #8 - The Almanac and Gameplay Improvements


Hey all, the eighth update to Flower Crown Chaos is here! Here are the major additions for the week:

  • The Almanac - After weeks of planning, The Almanac is finally here! This new feature provides the player with information and statistics about all encountered flowers and skinwalkers. It also features player data tracking and completion at the back. As you continue to play, the almanac will grow in size and scale. I set up all the systems behind this new book to automatically add in any new content that I add in the future, so I'm glad to have frontloaded most of the work! This new system will unlock when the player researches their first flower
  • New Crafting Mechanic - Thanks to your feedback, I realized that using the same inputs for movement and the old crown crafting minigame was probably not the most satisfying idea. I have decided to double down on using the keyboard for movement and the mouse for everything else, so I have introduced a new crown crafting mechanic which will require the player to click and drag flowers into the crown to assemble. It's not perfect, so any feedback you may have about the process and experience would be appreciated!
  • Augmentation Overhaul - In past versions of the game, crowns with multiple instances of the same augment (for example, a crown featuring only fiery flowers) would have that augment applied multiple times. While this could have worked as a system, it caused a lot of issues with particles and unintended application of crown abilities. Thus, I decided to overhaul augments with a scaling system instead. Now the abilities of the crown will scale instead of duplicating. This will make my eventual floral mastery system much easier to implement.
  • New Flower - Coffee Flower - This new uncommon flower will spawn coffee beans that will boost the player's speed temporarily on collision. It can be pretty handy to get out of a pinch
  • New Character - Clark Shotknee - Clark is an archivist with a storied history in field work for the AAAT. Due to his special interest in botany, he requested to be assigned to your work. He will be your go-to guy for all things almanac and statistics.
  • Flower Distribution - I have added another level of randomization to the flower spawn distribution. While not exactly perfect, it gets rid of the instances of flowers appearing directly in the grid system that I used in the past.
  • Enemy Scaling & Spawning - Due to the more involved crown crafting system, I have scaled back enemies in their speed, quantity, and scaling. Additionally, enemy spawns will now spawn properly when the player is moving in a straight line to combat this previously viable strategy. I haven't had a whole lot of time to playtest, so this is still a work in progress. Please let me know what you think so I can make the roguelite experience of growing stronger over time more satisfying.
  • Report Improvements - The report now features information and Personal Best tracking for new crown discoveries. 
  • Various bug fixes and improvements
    • All instances of score in gameplay have been removed and replaced with monetary values for greater immersion.
    • Removed a glitch where flower shadows would not appear on the title screen
    • The car in the completion tracker is properly  shown as a canvas rather than being linked to the zoom function
    • Resolved an issue where the dandelion projectile sprite would not be properly assigned after splitting.
    • Probably some other stuff I'm forgetting


What's coming next week? - CONTENT WEEK!!!

  • New Flowers!
  • New Skinwalker Variants!
  • FCC's first boss?

You decide! Fill out the form featured by the QR code at the end of the game by clicking on it or scanning it. One of the questions will allow you to give input on what comes next. I have a couple of plans in the works, but I would love your feedback!

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