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Which hero you played?

many cards are “unknown”

You mean difficult to understand?

doesn’t feel very well balanced for slay the spyer they had 50 cards and two experienced guys balancing them for 2 years

I do not have any resources, so I can only rely on feedback like yours for balancing. So if you have any examples or suggestions for balance, I would be very happy to listen.

Regarding my overall balance strategy, note that it differs significantly from Slay the Spire. Specifically, since I do not have enough resources to fix all unbalances, I opt instead to create as many diverse and hopefully interesting “unbalanced” builds as possible.

In this regard, I use Magic the Gathering as an example, where it is ok to have game-winning combos as long as they require sufficient amount of effort to assemble.

TheFrog8 hours ago (2 edits)

I lost my progress so I played the "warrior" again. 

You mean difficult to understand?

Sometimes yes I had a vampire cape and thought it would give me at least some "vamprism" when i play it which lasts for the round ... but it didn't seem to be the case... there was another card which lets you push an opponent to the second position ... where something was written in () which I was not so sure, what to make out of it. 

The difference to magic is that you build your deck upfront a run so you can pick cards and "go for a combos" even if you don't know all the cards (it still feels like you're doing something usefull)... and you can "start with a premade deck where you have cards which already work well". For your game it feels like you start creating a deck and try to include maybe combos "that you can't know"... and there are too many of them ... if i get a card like "enhances your toughness" as someone who is seeing this for the first time it is not clear how good toughness is... because of course I don't know the combinations... should i add "vampirsim" or is it too much "if i have toughness already" ... this are all questions that pop into my head and they prevent me for going for a clear strategy... that is why i think you should limit "the beginner decks" to one or maximum two different kind of strategies so people can easier get used to "all kind of strategies"... For example take the reroll mechanic for me as a beginner it feels a bit useless "i have to guess without knowing" which cards are good and when should i reroll ? How should I know?... So it feels the only way out is to "play a lot games to get to know the cards"... but this (at least from my perspective) is something only few people are willing to do - I would argue people want to be "hooked" by the first minute they play your game.  If you can maybe integrate some kind of log "of made choices" and people can send it to you... so you see "in detail which kind of choices" they made. 

From my perspective  you would need to put some energy into the "transition period" from beginner to pro and make it more comfortable for players to get used to your game. I don't know of course "how well it plays" after a player knows the possible cards in and out and "if you feel like a magician" after mastering all the basics... Hmm from my perspective it will be very hard to "balance" this game based on user feedback alone, or lets say it another way ... it might work "if you have your logs" in place and get the "beginner phase" to a state were many people like "at least the intial feeling" and "like to play it a lot", so that you get your data in. How many people have played your game so far?