I've always loved this game. This feels very different than the former version. Smart of you to lower the Initiate Faith gain from 2 to 1 and kept the Supplicant the same.
Some critiques because I LOVE this game and want to see you make a ton of money on Steam. I really don't like the 'support' followers that aren't even a wall like in the old game.
Big idea: REGAINING CONTROL AS THE PLAYER
1. Allow players to choose between recruiting attributes/upgrades or followers...
1.5 Or at least add the ability to reroll followers given a Faith cost (similar LOL's TFT or Dota 2's Underworld). You could also have similar followers combine.
2. Limit the amount of Faith like in the first game. Now the more Faith, the better the options even if you have 20 Faith in the first 4 rounds.
3. Showing followers out of your Faith range... that was the case in the first version but now you are limited to what you can buy which PREVENTS long term planning using the lock mechanism. (Maybe limit to 1 out of range per showing).
4. Be able to speed up the game (skip the first battle as well).
Big idea: ARCHITYPES
I miss the architypes of the original game. Generally, you would get some low level followers and hope to get the higher ups that made the architype. The architypes in order of power were:
a. "Upon Death" - Stacking Conscripts, Supplicants, Ghost, Flagbearer and others, would combo into the the "Upon Death" Hellhound for easy wins. Put the Incarnator in front of the Hellhound for some stupid stats. Combine with Speaker to spread the love. (SEE BELOW)
b. "PUMP UP / Cleric Stacking" - The +1/+1 from the Cleric was so much stronger in the old version as it was for EVERY NEW FOLLOWER (but only once each turn, not that that mattered). Whole teams were made of 4 Clerics giving followers a +4/+4 boost. Worked really well with Conscripts. Mix with Alchemist for potions to dump on Conscripts. Or use Sanctuary. (SEE BELOW)
c. "Double Attack" - Pump your Turret with Archivist/Alchemist and then put it behind a Incarnator. (SEE BELOW)
d. "Faith Based" - Nerfed correctly (but not in this upgraded version) by working only if all followers were unique. Since Faith is buying power, it needs to be nerfed in order to create balance. Still, it was a very hard architype to pull off as you needed the follower that gains faith per attack (Seeker) and the follower that attacks again each time faith is gained. (Never got Crusader to be good enough)
e. "Defense" - Try to make the Templar, Herald, etc (+1 attack damage per attack) to work by having high levels of defense. Not easy in the slightest since the final boss attacked 3 times. This is much easier in this version of the game.
You have added some new architypes that I really enjoy. I'd love to make a broken "random" damage team. But it seems so random what followers I receive and I really don't have any control over it. And I love that you have made "Medic" actually viable. Medic was terrible before. It allows for a weanie win team comp like seem below.
Old winning sets examples (0 losses):
Current winning sets (0 losses):
I'd be a game tester for this game any day.