Clutchtime™: Basketball Deckbuilder

Clutchtime™: Basketball Deckbuilder

New demo version?
I noticed a new version of the demo was released today? Are there any release notes?
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Showing 1-9 of 9 comments
Bigosaur  [developer] Apr 11 @ 4:29pm 
Hi. Here's the full list of changes to the main game. Most of those are applicable to demo as well. Features related to Season play and Modding are NOT in demo:

New features:
- Modding support (Steam Workshop integration)
- Show unlocked cards when you beat every difficulty level
- Allow selecting variable number of teams in Full Season
- Ability to interrupt autoplay by clicking anywhere on the screen
- Upgrade card name uses +2,+3,+4 instead of ++,+++,+++, etc.
- Separate option for auto play animation speed
- Option to slow down animation near game end
- Turn shot clock off when the game clock has less time remaining
- Added animation for stamina gain
- Added subtle animation of card art when you hover over cards
- New card effect: Instant until played
- New card effect: Shotclock manipulation (ex. set Shot clock to 14)
- New mechanics: Boost (permanently upgrade card numbers during match)
- New mechanics: Leverage (destroy cards to permanently upgrade another card)

Cards:
- New card: Kick Ball (set shot clock to 14)
- Removed card: Delay of Game
- Redesigned Circus Shot (Permanent upgrade to Timeout)
- Redesigned Skip Pass (no cost increase, discard to top of draw pile)
- Redesigned Pick and Roll (does what Behind the Back Pass used to do)
- Redesigned Behind the Back Pass (Permanent Shot upgrade)
- Redesigned Eurostep (Permanent 2P Shot upgrade)
- Redesigned Box Out (Rebounds instant, No cost increase)
- Redesigned Cleanup (Pull and Destroy Hindrances)
- Redesigned Offensive Rebound (+Shotclock per cards in deck)
- Nerfed Underdog (-2 cost to all cards)
- Nerfed Substitution (+1 cost for match instead of turn)
- Buffed numbers: Buzzer Beater, Mascot, Benchwarmer, Jump Ball, Control Dribble, Goaltending
- Added Leverage to Ball Hog, Pick and Pop
- Added Draw 1 to Pass
- Added Boost to Shooting drill


Bugs fixed:
- Respect card drop level and drop count limit when getting random cards
- Respect card drop level and drop count limit when giving upgrade events
- Fixed controller icons for Steam Deck (which broke after last Steam Deck update)
- Fixed description for Playoff mode unlock
- Fixed text layout bugs (esp. when card gets upgraded during game)
- Fixed bug where wrong value for noise was shown when multiple cards affect noise
- Fixed bug where finished game would continue into overtime if you press enter too fast
- Fixed timing of sound effect for card stacking
I have no idea if this is really true (I haven't counted the cards) so its really more of a feeling but are the cards shuffled between the discard and draw pile? I feel like often it seems like the cards were not actually shuffled between them.

Also wanted to say I've been enjoying the new update, can't wait for the full version! (specifically to save my games lol)
Last edited by qsfehnxmkmgnskf; Apr 11 @ 6:45pm
Phart Apr 12 @ 4:43am 
Good stuff!!

The "Draw 1" add to "Pass" has had quite a big impact on gameplay, I feel. Not sure yet if I'm a big fan of it. I've gotten quite high scores because of this in the last couple of playthroughs.
Bigosaur  [developer] Apr 12 @ 5:26am 
Originally posted by Phart:
Good stuff!!

The "Draw 1" add to "Pass" has had quite a big impact on gameplay, I feel. Not sure yet if I'm a big fan of it. I've gotten quite high scores because of this in the last couple of playthroughs.

You are right. I'm still not sure if the change will stay or something else will change.

Before the change I noticed that I rarely play Passes and try to eliminate them from the deck as soon as possible. With this change the game moves much faster and scores are becoming unrealistic (just had a 300 point scoring game yesterday). I'm considering changing the clock spending to be 12 or 15 seconds of the clock to make shorter games so you get card rewards faster. Needs testing.

Although, 10 seconds for each played cards is so easy to track. I tried before with 20 seconds per turn, and it wasn't fun. Not enough time to build up. I will try 12 or 15 and see how it feels.
Phart Apr 12 @ 5:34am 
Interesting!! I used Passes quite a bit at the first and second difficulty level when you don't have a lot of stamina, but they seem to be less and less useful now that I am on the third and have access to some of the more advanced cards that multiply stamina, reduce cost for all shots etc.

My gut feeling is to remove the +1 Draw from Pass. Nothing wrong with having a card that loses usefulness as you advance, and let the player figure it out, I'd say.
Bigosaur  [developer] Apr 12 @ 6:46am 
Passes can be upgraded to "instant", so you get instant card draw that you cannot abuse (because it stacks after you draw). This is important for higher game difficulties. You also need them for the pass stat to get the 3rd card choice at halftime (unless you go with something like Skip Pass build).

I just tried a Tournament (both Rookie and Coach difficulty) with 15 second per card played, and the game feels so much better. The flow is faster, as you mostly get card draw from starting non-shot cards, and the scores are back to being realistic (102-85 in the final game in Europe).

15 seconds will also take some time to get used to as you need to adjust to "4 cards played per minute". I will probably make the time spent setting configurable with CPU shot clock scaling (inverse) on higher difficulties.

I need to play a full Season though and then I'll decide. I think changes like this can still be made during demo phase, but once the full game releases, it would be too big of a change.
Bigosaur  [developer] Apr 12 @ 7:08am 
Originally posted by qsfehnxmkmgnskf:
I have no idea if this is really true (I haven't counted the cards) so its really more of a feeling but are the cards shuffled between the discard and draw pile? I feel like often it seems like the cards were not actually shuffled between them.

They are shuffled many times per match. The starting deck size is only 16 cards, you go through them in 3-4 hands.

There should even be an animation when the cards fly across the screen (from left to right side) when your draw pile is empty. You can also see the numbers on pile icons to confirm.
Bigosaur  [developer] Apr 12 @ 12:33pm 
I have uploaded version 2.1.8 now. It sets the default time spent per played card to 15 seconds. You can change it in the Settings.

I feel like this change makes the game much better. The matches are shorter and more dynamic, the scores are realistic again, esp. as you build the deck.

The only drawback is getting used to 15 second turns. I have added a small counter under the clock to show the remaining plays, now we just have to get a habit of looking at it instead of game clock. Maybe I should make it bigger?

I guess the problem is we all got used to 10 second clock, maybe new players will never have this problem. If it really bothers you, you can go back to 10 in the settings. I have also added 6, 12 and 20 for experimentation.
Phart Apr 12 @ 1:30pm 
Just played a game with the new version. I love the 15s turns! Played on Starter level and lost 85-87 (I'm having a hard time getting past that level), and it was a nail-biter. Definitely faster, more dynamic gameplay, you were right about that. I don't even think it should be an option tbh, the 15s turns seem perfect.
Last edited by Phart; Apr 12 @ 1:46pm
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