Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

you could have it so instead of banishing individual cards, you can banishing cards based on how to they were unlocked, IE, banishing all of the MP cards you unlock when beating the game as the warrior the first time.

I considered that also, but that seems way too powerful, especially of more than one resource is banished.

During debugging, when I restrict card pool to a matching single-resource cards, my win rate with “basic” heroes (Warrior, Mage, Rogue, Priest) goes to nearly 100% even with ascensions.

So it seems like some compromise is needed. I will definitely add more banishing options to the game.

What do you think about adding resource-banishing rare items with corresponding hard quests, similar to how the current game handles “immunity” items (Jade Ring, Helm of Courage etc.), which are also very powerful?

Also, the game have many items and cards such as Shimmering Robe and Kaleidoscope, intended specifically to help with using “off-color” cards in the deck. Do you feel those options are too rare or not sufficiently strong to justify picking such cards?

(+1)

the doing quests to banish stuff actually sounds like an infinitely better system. 

(1 edit)

New release (v0.26) contains some tools to banish cards. Most powerful is probably the Altar of Missing God, but the downside is that you must, counterintuitively, pick an Altar for resource you want to banish, so inexperienced players will frequently miss that.

The Anchor is now rewarded by 2 new quests, both rather easy. Minor downside is that some otherwise useful items, such as Pauper’s Bowl, anti-synergize with Anchor.

Sorry, I seem to have some problems with either Internet connection or itch itself. I may have accidentally deleted your post, please re-post if so.