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At least at this stage, intensity alone is quite unnecessary. Because the only enemy is simply too targeted. Really, I think blue is actually the strongest. Because blue comes with a lot of card draw, and blue can be traded for a lot of card draw. As long as you have the ability to over empty your library, then OTK is basically a nail in the coffin. After all, the penalty mechanic for over-emptying the library only really becomes a threat very late in the game. Because of this, at least at this stage, the inclusion of card removal is obviously a bit too powerful. I'm in favor of putting Just At the very least, the authors had to separate the different types of cards first, or else limited capture filter draw is almost a given when you can get a higher cost.

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Saying blue is the strongest due to card drawing and then saying card removal would be too OP is kinda a contradiction on it's own, right? If you could draw the entire deck with just blue cards and be left with weak cards in your hand while you play your combo, it doesn't matter much if you could remove cards from the deck you won't play anyway. I say blue is useless on its own without the proper cards you have to buy first. On the green character, it could be pretty powerful as her card is basically a free nuke, but on yellow or blue, I couldn't find any use for those cards.

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I think the point you're overlooking is that as long as your library can complete an idle, you're basically OTK. in the current level, the only thing that limits you is growth rate. The only reason it's hard to find a use for it in yellow and blue cards is simply because your enemy has a terrible card that halves blue and yellow energy. Initial. This will greatly affect your run speed. But as long as the overcards keep up, then you can theoretically run indefinitely. The first time you pass an empty library, you only have to compound the cost of 1 drop of blood that is better than nothing. You can replace all the energy you've saved up with generic premium red cards and supplement your draws appropriately to make sure you can still continue to turn the deck empty. The cards you buy in the store will all go into the deck, leaving you with no “weak” cards in your hand. You'll just be grabbing more and more high-level damage and high-level red cards as you go along. Of course, it doesn't matter if you don't grab high-level red cards, you just need to spend a little bit of red energy to buy high-level purple energy, and then use the high-level purple energy to buy high-level purple cards and you're done. As long as the deck is running, you'll make more and more money on your costs. So adding removal cards is a terrible thing. Because right now the only thing that can interrupt your running is if the filter draw ratio isn't high enough coupled with not enough luck to cause the deck to stop running with tons of high level energy cards and high level damage cards, otherwise your deck just keeps spinning indefinitely. On top of that In fact, I've been able to grow to a height of 6km in just 3 turns using purple characters that take advantage of the fact that it's easier to rack up purple costs now, and that's with a hand so full of cards I can barely see them anymore

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Then... instead of blaming removal cards, how about blaming the sytem itself for being too abusable? If you already think this system can be abused in numerous ways, then blame the system and not one type of card. I can guarantee you, the more cards and systems the dev will add to the battle, the more fragile the card shop system will be, lol.

That's why I proposed a split from red cards being universal cards into their own card type, because the universal card type system is already busted.

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That said, when it comes to the issue of blue cards being too powerful, the fault really doesn't lie with the system itself. It's just that the card draw is completely out of hand. Both drawing and removing cards are forms of deck thinning. In any card system without resource costs, drawing cards is a terrifying mechanic—because essentially, it's just another way of reducing your deck size indirectly. And with certain existing cards in play, even with an extremely high thinning ratio, there are still situations where your hand bricks completely.

But card removal is different. That’s actual card removal. It directly reduces the number of specific cards in your deck. As long as those cards' total count drops below your starting hand size, then the success rate of pulling off an OTK becomes theoretically 100%. Sure, drawing cards still carries a technically possible brick chance and can be barely balanced because of that. But card removal? There’s no balancing that. In fact, in any deckbuilding game, removing cards has always been an extremely efficient effect. Just like in Yu-Gi-Oh! where players will always default to a 40-card deck unless there's a very specific reason not to, or like in Slay the Spire, where once you reduce a deck to 10 cards or fewer, Warrior’s infinite OTK becomes consistently achievable.

So if you’re going to criticize the system, well—card removal is probably the single most dangerous mechanic, and the one that deserves the most scrutiny.

As for generic types, sure, they might have issues. But the real root of the problem lies in mixed card pools and universal cost systems. Honestly, you could remove all the red cards from the game, and I wouldn’t mind. Most of them aren’t that useful anyway. But as long as red energy exists, you can always trade it for high-cost cards of any color—which means every character is still playing the exact same system. I didn’t even look at the red cards during my run. Unless I specifically needed to gain some height early on, red cards meant absolutely nothing to me. I was simply using red energy to buy powerful purple or green cards to enable my core output.

So in a way, as long as zero-cost draw effects and universal energy are allowed to stay, then this playstyle of:

“Everything becomes deck thinning, and universal energy buys everything.”

will never become obsolete.

So ultimately, I still stand by my original point. I absolutely do not support introducing card removal effects at this current stage—because balance has already gone out the window. But I do support giving clearer distinctions

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So, you wrote half a bible only to write that the core system is flawed and should be overhauled. Glad we agree on something. Removal cards are only a symptom of this flawed system.

Removal cards make games easier and if you continue to cry about it making the game too easy, than tell the dev to introduce a hard mode.