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>Is there anything that could be improved to help you through the game?
have you thought about adding a tutorial? i didn't know till my second time playing after i died that the green squares are good, and i'm pretty confident i'm still missing stuff because i'm dumb

>As for losing progress when dying, maybe I can somehow make that a little less painful by carrying something over from attempt to attempt.
if it's supposed to be a roguelike then ignore my complaints about permadeath

i don't play card oriented games but i have a friend that loves slay the spire, and i've recommended this to him too. good luck, looking forward to playing an updated one next demo day

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Yeah, definitely planning on adding a tutorial, just want to make sure I have the core gameplay loop completed before I sunk the time into one. Hopefully that'll help in the future.

Thanks again for giving it a go and providing feedback, I hope your friend gives it a shot! Slay the Spire was what inspired me to make the game in the first place.

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Just beat the demo, it took me four goes

More thoughts:
- having a crew makes the game significantly easier, with a crew of two and the three spiderlings, i was no longer pressured. i liked this though, it's very xcom
- i think waiting till the portal is open or whatever should show me a counter how many turns left there are, because i could make certain moves knowing i have X amount of turns left to survive
- please let me res my fallen amigos, something like xcoms bleeding out where they can be stabilized
- i like your monster designs
- still no fucking idea what notoriety is but i gave someone 40 gold to do something about it

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Excellent! I'm happy to hear that it held your attention long enough for you to finish it.

- I can add in a turn counter for the portal, I can see how knowing just how many turns remain would affect your strategy.
- I'll see what I can do about the dying companions.  Right now, there's a spell that'll resurrect allies that have died during combat, but it's restricted to the mage class.  Some of them are fragile though, and it definitely feels bad to lose them.
- Notoriety essentially just skips straight to the end boss if it fills up, whether you're ready or not. It'll be more relevant when there's more stages and it has a chance to fill up.

This is really good feedback, so thanks again! What class did you end up picking to beat the demo with?

The first time I beat it was with the assassin class, and I went back to the warrior class to see if I could beat it this time (I found warrior class the most difficult in my previous runs). Died, then tried again and got this broken sword item where I basically one-shot everything on the map. You can see I cleared everything on the "survive" mission because it's OP (don't you dare fucking remove it from the game, i need it)

The healer seems really useless (small amount of heal and has to stand right next to them in order to heal?), I always opt for the mage when I hire companions. Axe dwarf is OK, but I would never pick him over magic missile men

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Oh interesting!  I'm surprised you did so well with the double edged sword.  I was afraid that people wouldn't like it because you can take some very heavy damage from boss encounters.  Good to know that it worked well for you!

As units level up, they get to pick new abilities.  I think the healer gets better with some ranged heals, but maybe they need to start with one so they don't feel useless. Good to know that you always go for the magic missile companions, sounds like the other ones need a buff!