i'm not the biggest fan of card games outside of the occasional yugioh, but i enjoyed this one a lot.
the menus look great, the sound effects for pressing buttons and everything else are very satisfying, and the ost felt very appropriate, both the more calm song in the main menu, and also the more exciting one during boss battles.
am i supposed to "equip" new cards after creating them? i completed a floor, designed some cards, but didn't see them during the next match.
After you craft a card, you need to open your deck editor with Q or the deck editor button on the top right. There you can add cards from your vault to your deck. You can also change card variants, which work by making all cards with the same artwork obtain the same effect. If you buy a new card from the merchant or open a new card from a pack that shares the same art as a previous card you already owned, now you can turn all copies into the new more powerful variant making your deck much stronger!
Never played TCGs, so it was an interesting experience. I can see why people enjoy it - once you kinda start understanding what's going on - it becomes pretty fun and addictive.
It works well enough, and crafting mechanic is really, really interesting. I think potion autoconsume saved me once.
I don't know what else to say, since, once again, I have no idea what are the staples for a TCG. It seems to be fairly well balanced, and I almost completed the entire run, which is great for me since I'm a complete novice. Though some tutorials for people not familiar with the TCG genre would've been nice.
I liked it. I think I'll try playing it again off-stream just to see what else is there, since I haven't played any other classes and haven't explored the hero progression outside of the game itself.
I enjoy the occasional card game and I like the direction of this game a lot.
I chose wizard and milling is an ineffective gameplay mechanic until you manage to find cards/relics to synergize with it so I didn't really manage to utilize it effectively, instead using pure damage to beat enemies. milling leaves me vulnerable and milling 25 cards while I only have 3-5 mills a turn is pretty slow.
I appreciate the ability to set different skip methods depending on ones preference.
when skipping battle stages the "end turn" button changes colors/text pretty rapidly, I suggest toning it down until you can actually click it.
A sound effect to notify when turns change between player and opponent?
Tooltips on keywords would help, I don't know what exhume is or some other words(I did skip through the tutorial pages)
the AI hung when it was their turn to draw so I was unable to continue.
I'm really sorry your game hung up. Could you send your player.log file and savegame.save files located in the following path: C:\Users\YOURUSENAMEHERE\AppData\LocalLow\Fullen Games\Card Artisan
Regarding the other points;
Milling has been considered overpowered by other players so it has been toned down time after time even though it is a bit slow.
The problem with changing text is that if you are on speed 1 you can click through each one of those phases that go by fast, so it's hard to tone them down for other speeds but I'll see what I can do.
A sound effect for changing turns would be nice, I agree.
Tooltips are in the game on every screen except for the deck selection. They appear whenever you hover a card.
Thanks again for playing I'd really appreciate it if you could send me those 2 files to try and see what caused the game to hang.
As a big fan of card games, I enjoyed this a lot! The gameplay has all the mechanics you would expect from a good TCG. The UI is very nice to look at too.
Like others I noticed some performance issues - my CPU fan would become super loud at random points when playing this game. I don't remember this happening with the last version I played (which was 2 demo days ago I think?) so it might have been due to a change since then?
In regards to card balance, at first glance, raw stats seem pretty overpowered. As a wizard I created a 1 cost 11/11 beatstick and then coasted through the rest of the game with that lol. Effects seem to cost a lot more than stats, like a "destroy target minion" card would still cost 7-10 even after spending all my crafting gems but with the same amount of gems you can easily create a 1 cost 11/11. This is pretty different compared to MTG where a "destroy target minion" would typically cost 2-3 mana.
I will try to work on performance. Not that much has changed since the last demo, especially nothing related to CPU as opposed to GPU, but I'll look into it.
Raw stats are pretty powerful at first but they are tied to your intelligence stat. There's still a lot of balance left to do, crafting powerful spells is very important on higher-difficulty runs, but getting more gems becomes easier as you progress. I should adjust crafting costs for new players so they also get to craft cool effects even with limited gems.
As someone whose never played card games before a really basic combat tutorial would be heavily appreciated. Still had fun going unga bunga on my first run though. I only ended up losing because I tried "pulling a card from an empty deck."
UI is incredibly polished, everything was fairly readable and tooltips on hover are always a nice touch. I usually hate seeing AI art but I think it surprisingly works here.
Can confirm GPU usage is pretty high on my RTX 3050 though. Also I fought a "champion" who didn't really do anything for the entire battle. They drew exactly one card and didn't attack. Not sure if it was a bug.
A tutorial is definitely needed, I've been evading making it for a while, but it will be done soon enough.
The art will be replaced at some point and hopefully it will be better than the current placeholder AI art, but I'm happy to hear it kinda worked for you.
The champion not playing anything is due to each deck being randomly generated, they probably got a really bad deck with not enough cheap cards. However this is less of problem the higher you go on the difficulty ladder since enemies get stronger and their decks do so as well.
The specs on that laptop should be more than enough, so it must be related to being run on Linux. Can't really do much about it since I don't even have a Linux environment to test the game, but I hope that at least it was playable on Low.
I agree, the 3d environment is pretty shoddy and I hope I can improve on it further down the line.
Very intuitive, easy to grasp especially if you had experience with MTG. Mechanics are properly explained, flow of the battle feels good. AI works well, managed to intercept lethals until it run out of options.
As a person with more Hearthstone and Gwent background I do think the gameplay loop is slow, but I understand MTG players will appreciate it properly.
I've got no idea why the game needs to use 70% of top shelf GPU, there has to be way to optimize that.
I'm not sure if you noticed but you can change the settings to make the turnflow much faster. Also there will be an option that makes the phases fly by instantaneously (Still the turn itself isn't as quick as the games you mentioned but playing with those settings would likely make it much more bearable).
The GPU going high is because I'm a moron and I developed this while learning what the heck I was doing. As a result, a lot of things are images instead of sprites. This causes overdraw and uses a lot of GPU regardless of how strong your GPU is. (It also elevates the minimum required specs since very weak GPUs don't like dealing with this). This has me a bit scared since I don't want people thinking the game has some miner or something stupid like that, but fixing it entails a massive refactoring of the game, so I haven't tackled it and I'm not sure If I'm strong enough to do so.
At any rate, thanks again for playing and for your comment!
Comments
i'm not the biggest fan of card games outside of the occasional yugioh, but i enjoyed this one a lot.
the menus look great, the sound effects for pressing buttons and everything else are very satisfying, and the ost felt very appropriate, both the more calm song in the main menu, and also the more exciting one during boss battles.
am i supposed to "equip" new cards after creating them? i completed a floor, designed some cards, but didn't see them during the next match.
Hey friend!
Thanks for your comment!
After you craft a card, you need to open your deck editor with Q or the deck editor button on the top right. There you can add cards from your vault to your deck. You can also change card variants, which work by making all cards with the same artwork obtain the same effect. If you buy a new card from the merchant or open a new card from a pack that shares the same art as a previous card you already owned, now you can turn all copies into the new more powerful variant making your deck much stronger!
Never played TCGs, so it was an interesting experience. I can see why people enjoy it - once you kinda start understanding what's going on - it becomes pretty fun and addictive.
It works well enough, and crafting mechanic is really, really interesting. I think potion autoconsume saved me once.
I don't know what else to say, since, once again, I have no idea what are the staples for a TCG. It seems to be fairly well balanced, and I almost completed the entire run, which is great for me since I'm a complete novice. Though some tutorials for people not familiar with the TCG genre would've been nice.
I liked it. I think I'll try playing it again off-stream just to see what else is there, since I haven't played any other classes and haven't explored the hero progression outside of the game itself.
I enjoy the occasional card game and I like the direction of this game a lot.
I chose wizard and milling is an ineffective gameplay mechanic until you manage to find cards/relics to synergize with it so I didn't really manage to utilize it effectively, instead using pure damage to beat enemies. milling leaves me vulnerable and milling 25 cards while I only have 3-5 mills a turn is pretty slow.
I appreciate the ability to set different skip methods depending on ones preference.
when skipping battle stages the "end turn" button changes colors/text pretty rapidly, I suggest toning it down until you can actually click it.
A sound effect to notify when turns change between player and opponent?
Tooltips on keywords would help, I don't know what exhume is or some other words(I did skip through the tutorial pages)
the AI hung when it was their turn to draw so I was unable to continue.
I like the game.
Hey friend!
Thanks for the feedback.
I'm really sorry your game hung up. Could you send your player.log file and savegame.save files located in the following path: C:\Users\YOURUSENAMEHERE\AppData\LocalLow\Fullen Games\Card Artisan
Regarding the other points;
Milling has been considered overpowered by other players so it has been toned down time after time even though it is a bit slow.
The problem with changing text is that if you are on speed 1 you can click through each one of those phases that go by fast, so it's hard to tone them down for other speeds but I'll see what I can do.
A sound effect for changing turns would be nice, I agree.
Tooltips are in the game on every screen except for the deck selection. They appear whenever you hover a card.
Thanks again for playing I'd really appreciate it if you could send me those 2 files to try and see what caused the game to hang.
As a big fan of card games, I enjoyed this a lot! The gameplay has all the mechanics you would expect from a good TCG. The UI is very nice to look at too.
Like others I noticed some performance issues - my CPU fan would become super loud at random points when playing this game. I don't remember this happening with the last version I played (which was 2 demo days ago I think?) so it might have been due to a change since then?
In regards to card balance, at first glance, raw stats seem pretty overpowered. As a wizard I created a 1 cost 11/11 beatstick and then coasted through the rest of the game with that lol. Effects seem to cost a lot more than stats, like a "destroy target minion" card would still cost 7-10 even after spending all my crafting gems but with the same amount of gems you can easily create a 1 cost 11/11. This is pretty different compared to MTG where a "destroy target minion" would typically cost 2-3 mana.
Hey friend, thanks for the feedback!
I will try to work on performance. Not that much has changed since the last demo, especially nothing related to CPU as opposed to GPU, but I'll look into it.
Raw stats are pretty powerful at first but they are tied to your intelligence stat. There's still a lot of balance left to do, crafting powerful spells is very important on higher-difficulty runs, but getting more gems becomes easier as you progress. I should adjust crafting costs for new players so they also get to craft cool effects even with limited gems.
As someone whose never played card games before a really basic combat tutorial would be heavily appreciated. Still had fun going unga bunga on my first run though. I only ended up losing because I tried "pulling a card from an empty deck."
UI is incredibly polished, everything was fairly readable and tooltips on hover are always a nice touch. I usually hate seeing AI art but I think it surprisingly works here.
Can confirm GPU usage is pretty high on my RTX 3050 though. Also I fought a "champion" who didn't really do anything for the entire battle. They drew exactly one card and didn't attack. Not sure if it was a bug.
Thanks for playing and for your comment, friend!
A tutorial is definitely needed, I've been evading making it for a while, but it will be done soon enough.
The art will be replaced at some point and hopefully it will be better than the current placeholder AI art, but I'm happy to hear it kinda worked for you.
The champion not playing anything is due to each deck being randomly generated, they probably got a really bad deck with not enough cheap cards. However this is less of problem the higher you go on the difficulty ladder since enemies get stronger and their decks do so as well.
Again, thanks for the feedback and for your time!
Extremelly laggy on anything other than low on Linux debian Nvdia property driver. Pc: Nitro AN517 Acer
I find the difference between the 3d env and the art of the cart jarring.
I have a good time playing it.
Thanks for playing, friend.
The specs on that laptop should be more than enough, so it must be related to being run on Linux. Can't really do much about it since I don't even have a Linux environment to test the game, but I hope that at least it was playable on Low.
I agree, the 3d environment is pretty shoddy and I hope I can improve on it further down the line.
Very intuitive, easy to grasp especially if you had experience with MTG. Mechanics are properly explained, flow of the battle feels good. AI works well, managed to intercept lethals until it run out of options.
As a person with more Hearthstone and Gwent background I do think the gameplay loop is slow, but I understand MTG players will appreciate it properly.
I've got no idea why the game needs to use 70% of top shelf GPU, there has to be way to optimize that.
All in all surprisingly good
Thanks for playing, fren!
I'm not sure if you noticed but you can change the settings to make the turnflow much faster. Also there will be an option that makes the phases fly by instantaneously (Still the turn itself isn't as quick as the games you mentioned but playing with those settings would likely make it much more bearable).
The GPU going high is because I'm a moron and I developed this while learning what the heck I was doing. As a result, a lot of things are images instead of sprites. This causes overdraw and uses a lot of GPU regardless of how strong your GPU is. (It also elevates the minimum required specs since very weak GPUs don't like dealing with this). This has me a bit scared since I don't want people thinking the game has some miner or something stupid like that, but fixing it entails a massive refactoring of the game, so I haven't tackled it and I'm not sure If I'm strong enough to do so.
At any rate, thanks again for playing and for your comment!