The Game I Wish Existed
This is the first official devlog for War of Whiskers, and the easiest place to start is the why. I love match-3 games. I have lost more hours than I'd like to admit to swapping gems on a phone. But every one of them eventually breaks the same way: the moment you realise the game is mostly luck, the magic dies. So I started building the version I wished existed โ a match-3 with the soul of a strategy battler.
What's New This Build
Kings on the board: four coloured King pieces with HP, prototyped and now reading damage from same-colour matches.
Anti-RNG cascade rules: cascades still trigger existing specials, but no longer create new ones. Massive feel-good change in playtests.
Two-action turn system: replaced the old "infinite swaps" prototype. Decisions matter again.
First pass on Striker class: Heavy Ordnance Ultimate now fires a row beam โ deeply satisfying to land on a low-HP King.
Balance Notes
Rainbow tile damage 120 โ 150. Previous value rarely closed games out. New value makes the Match-5 setup feel earned.
Tactician Tactical Reset perk drain reduced from โ25 โ โ20 at level 3. Late-game Tacticians were too oppressive.
Bomb tile blast radius locked at 3ร3 after testing 5ร5. Bigger felt cool for ten seconds, then dominated every match.
What I'm Working On Next
Wiring up the Trophy Road and Ship visuals for Progression mode. A first combat-readable pass on Guardian's Iron Slam Ultimate. And an onboarding flow that teaches the King-on-board concept in under 30 seconds.
If you're reading this, thank you. Genuinely. Drop into the beta signup on the home page if you want to be on the early testers list โ feedback from the first wave is going to shape the next three months of work.
โ See you in the next one.
