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(2 edits) (+2)

On Ascension 15, and I’ve played about 180 rounds total, so I feel I can have opinions.


Overall

  • Solid interface, sounds, and art on desktop. All the core game behaviors work well and are inviting.

  • I would like more tutorialization. The new roles pour in too quickly in standard to get a handle on them. The way I would implement this is a tutorial mode from the main menu for each type of character with 3-5 rigged rounds that showcase behaviors and rules intersections. As new characters come into play, unlock more games for the same character.

  • Tags could be improved. I used them heavily, but the options were insufficient. I would split the colored tags into labels that you can apply one each of Set 1 (Good, Evil, (Unknown)) and Set 2 (Truth, Lie, (Unknown)).


Bugs observed

  • The web version sometimes fails to clear out some old cards, causing a double layered card effect with fake cards over the real ones. Touching oracle mode solves it.

  • Postgame summary sometimes shows wrong draw order. While hovering gets you some info, it doesn’t show the identities of face down cards Lilis killed, which would be handy.

  • Dead evils in Lilis rounds who disguised as renewable characters don’t have their abilities renew.


Characters I think work well:

  • Bard - Not quite as useful as the scout, but feels balanced.

  • Bishop - Potentially the strongest role in the game because they are useful when either lying or truthful. There’s always two good characters among their description. Sometimes a board is such that the strongest opening move is to kill the bishop to validate potential IDs, especially if there is a drunk in play. That doesn’t mean nerf because I need some strong roles that call out other characters specifically to balance some of the underwhelming ones.

  • Confessor - Strong in a game with limited corruption, weaker in a game with corruption but useful for being a target of abilities. Overall well balanced.

  • Druid - Useful for drunks and fake bombardiers, and can very reliably self-validate in most games if not useful.

  • Empress - Potentially the second strongest role in the game because they are useful when either lying or truthful. Especially useful when lying in high evil number games. That doesn’t mean nerf because I need some strong roles that call out other characters specifically to balance some of the underwhelming ones.

  • Enlightened - Well balanced, not a dominating role like empress, but often helps clinch.

  • Fortune Teller - Deceptively simple in a good way. Using the fortune to simply self validate with known goods is often less valuable than trying to use it as a select-target gemcrafter, with one known good and one unknown that will break a conundrum in one kill. Very strong in Lilis rounds since the first Lilis kill is never(?) a wretch so you have a known good to play with.

  • Gemcrafter - Basic ability, better when lying. Solid role.

  • Hunter - Surprisingly strong.

  • Judge - Basic ability with thoughtful use cases, simpler to use than fortune teller and combines well with it.

  • Knight - A weaker card. The occasional free kill and ability to validate don’t make up for the low grade bombardier liability in a corruption round. I like it for the same reason as bombardier though - it feels like a gamble you have to work up to. Also looks like a Link to the Past Link.

  • Knitter - Low key one of my favorite cards because of how effective it is in early game, in just about every type of game, lie or truth. It isn’t in your face powerful like empress or bishop, but clutches more frequently than I expect.

  • Lover - a solid card, rarely feels useless, not OP.

  • Medium - more powerful when lying and often clinches corruption games.

  • Oracle - strong card, with the likes of Empress and Bishop

  • Scout - love child of the knitter and hunter. Also surprisingly strong.

  • Slayer - great for taking an early-game risk, balanced with the intrigue added when killing often doesn’t work. I would have never anticipated Grocery Store Brand Geralt would be balanced as well as he is.

  • Wretch - Favorite outcast because it doesn’t time bog rounds with more “if X, then Y”.

  • Doppelganger - A well balanced outcast that makes it harder to spot minions, but guarantees a truth teller in its pair.

  • Drunk - Adds drama and intrigue, but too much intrigue if a drunk and plague doctor are in the same game with another corrupter.

  • Lilis - The refresh ability mechanics need to be prominently introduced somewhere. Lilis rounds add lots of tension in a good way, especially when those refresh roles come up. I would do away with the -2 health every kill. It can raise the tension if there is a drunk in the same game, but it doesn’t add a lot.

  • Poisoner, Pooka, Chancellor, Puppeteer, and Puppet - I REALLY like the evils that have location-based mechanics. They work well, especially with limited reveal games. Puppet’s strange honest mechanic works well because of this.

  • Minion and Twin Minion - Simple, but a breath of fresh air in games where there are drunks and Plague Doctors.

  • Shaman - cool ability, interesting in games with doppelganger.


Characters I have no particularly strong feelings about

  • Architect - I prefer the relative direction characters over this global option role more. All the characters can often occasionally clinch the game, but I feel like the architect underperforms.

  • Plague doctor - I have strong feelings, but they resolve to net neutral. Doc is useful and interesting, but playing a round with them takes longer. The corruption snipe across the board adds the most intrigue of any character in game, so I have to do a lot more work to hash out truth-lie combo possibilities. The most common role that makes me reset games because I don’t want to take that long. I had a streak of about 10 games in a row without the doc, corruption, not corruption, and frankly I didn’t miss him too much. I guess my net feelings are too much of him is annoying.

  • Jester - Clunky. I finish a lot of rounds without tapping it.

  • Poet - Seems like a card to rig rounds to have duplicate/not-in-play villagers. Fine by me, but I don’t like that I need to have all the mimicked-cards memorized because there is no place in game to reference rules for cards not in play. Otherwise a fine card.

  • Witness - Rarely comes up so I haven’t developed an opinion. I wonder if the frequency is bugged. Maybe I am just unlucky.

  • Bombardier - Occasionally results in “flip a coin not to die” logic forks which are sometimes avoidable by plotting ability use better. I like bombardier’s drama, but I can’t put it in “works well” because it can kill a round through no fault of the player. I screenshotted an example of this.

  • Witch - Kind of boring. Witch’s can’t reveal last card should be changed to “Witch turns the last card flipped into animal. Kill the witch to change them back. (Animal cards don’t count as flipped for score purposes)” Looking at a facedown card is boring. It would be a lot more interesting to see a pig, or newt, or llama, or dog, or cat, or something.

  • Baa - Adds uncertainty about drunk and doppelganger and disguise as outcast games. Does its job as intro demon.


Characters I like less because they tend to be obnoxious

  • Alchemist - Often not useful, most useful when he does nothing. Ability is underwhelming. I often find myself in a conundrum with him where there a choice between assuming he acted, or him lying about it (Pooka has a wide sweep), and thus he’s not useful to early game logical eliminations until I kill someone, and by then other roles will have allowed be to make a better judgment call. It’s actually problematic that he shows up so often with the plague doctor because the plague doctor’s ability to snipe across the board makes him far more tenuous to trust vs maybe being adjacent to other liars. And him not doing anything about the drunk to add even more uncertainty is just a napalm skunk thrown on the dumpster fire.

  • Baker - They feel like a gimmick. The behavior is really bizarre compared to previous characters so the baker is stressful in a “I don’t really know how this character’s ability works so I don’t know how to gain useful info from it” sense when they first start appearing. By the time I got used to them, I wound up hoping they lie because that’s more useful than the baker chaining to overwrite more useful character roles. I sometimes reset baker games that don’t have enough corruption causing sources.

  • Dreamer - The least useful villager role, even in Lilis games with the night refresh. Can’t really validate anyone but themselves, and only after an evil kill or if wretch is in the game. This character needs a buff or to be done away with - the only role I have feelings this strong about. I’d rather Dreamer only show up in 3+ evil games and eliminate an evil possibility, e.g. “Can’t be Pooka”. (“Pick 2 characters: Learn which Evil role they aren’t. If Good picked, learn random info. Hints: If Lies: If Evil picked, learn correct info. “#1 couldn’t be: Puppet. #2 couldn’t be: Puppeteer”)

(6 edits) (+2)

Characters that could be in the game (Part 1)

  • Cosmetician (Villager, Good). Pick 2 characters: Learn if any of them is Disguised. “Is #1 or #2 Disguised? True!” (Aka a Medium-Teller)

  • Fixed dreamer. (Villager, Good). Pick 2 characters: Learn which Evil roles they are NOT. Hints: If Lies: If Evil picked, learn correct info. “#1 couldn’t be: Puppet. #2 couldn’t be: Puppeteer”

  • Snatcher (minion, Evil) - Swaps bodies with one Villager, which counts as a Disguise. The Villager replaced by the Snatcher truthfully tells how many cards away the Snatcher is from another specific Evil (or themselves if another evil is not in the game). Lies and Disguises. Tip: Truthful villagers aren’t fooled by the swap. Executing the Snatcher cures the villager of all evil influences and allows their abilities to be used.
    A deliberately easier minion, to pair with nastier ones. You know the snatched card is good from the start, like a confessor.

  • Grave Robber (minion, Evil) - While alive, dead characters do not reveal their true identities or if they were corrupted. Reveal after the Grave Robber is killed. Lies and Disguises.
    All you learn is if you slew an evil or not by watching the evils remaining counter. I would match Snatcher with “strong character” games that have empresses and bishops (and oracles and knitters) and puppeteers and puppets. As I got better at playing, sometimes the best opening move was to “validate” a suspicious empress or bishop by killing them. This would take away a useful tool without being too wretched about it.

  • Vampire (demon, Evil, Night Cycle refresh) - While alive, subtracts 1 health on every flip. The penalty for wrongful executions decreases by 3 for the duration of the round. Lies and Disguises.
    Even with an average of only 2 for a wrongful kill penalty, decreased to encourage more early risk-taking killing, you still can’t afford the free kill if you don’t work fast and are picky about what you flip. Better in games with more strong characters and fewer evils. Remove the -2 health mechanic on Lilis. (Or make Lilis this card, and the night killer the Vampire.)

(+1)

Highest scoring round documented: 4 Evils Killed in 5 flips, zero mistakes.

(+2)

Thank you! These are really great points! Noted them all ^^

(3 edits)

It might be tricky to implement because it seems like a strong role, but a Gardener who says some variant of [if there are evils / X number of evils are / a specific evil is] still facedown when revealed might be interesting, and helpful in any kind of flipping is a limited resource game. This would also help tutorialize oracle mode’s flip tracker.

You could have a barkeep do the same (or a bit better) for outcasts (to keep track of that darn drunk! And to know if Lilis swatted my doppel or doc!).

I'm not sure whether the developer will see this reply, but I thought I'd post some of my opinions on both the characters and your opinions.

Bishop: I feel like this character would be more fun to play with if the when-lies condition was relaxed or removed. Getting three villagers confirmed is very strong, even at the cost of health.

Medium: Sometimes it can be more powerful when lying, but in some cases it's much more helpful to get a result like "#3 is a real Drunk."

Oracle: I feel like this card would be more balanced if it couldn't indicate itself. It also has some of the same problems as Empress and Bishop.

Wretch: It's a well balanced card, but if the comments are any indication, either it or the cards like Knitter and Scout that detect it need to be made clearer.

Lilis: I find it unintuitive how the characters with targeted abilities refresh every four flips, but only in rounds where characters have night actions. I feel like characters should only refresh if they specifically say they refresh and introduce night on their own, either by writing refreshing into cards like Judge, or removing the refresh on existing cards and making new cards with refresh. I personally don't find the -2 health mechanic bad at all, since it helps make Lilis's ability better in 9-card rounds and interacts with Drunk, Knight, and the health upgrades in the (locked) Deckbuilding mode.

Architect: The detection provided by the Architect could be made to be relative if it checked its own side of the table against the opposite side.

Plague doctor: I agree that it makes the round involve more consideration and logical deduction, but at least for me, consideration and logical deduction is part of the fun of the game.

Jester: You can use this card in the same way you use the Fortune Teller.

Witch: The Witch might be more interesting if it were less likely to appear with Lilis. The Witch in 9-card rounds stops Lilis from making a second attack, and in a 10-card round, it has no use as long as Lilis makes a second kill. The cards don't work well with each other.

Alchemist: The Alchemist isn't too bad, and sometimes you can get information on Evils' location if you kill the Alchemist to validate it. However, it would be better if the Drunk lost the "can't be cured" ability, and it would provide some nice "a-ha moments" as well.

Baker: I think you're underselling the Baker here. The Baker can immediately self-validate if they are the original, and since they only transform Villagers, if you track your flip order, you can sometimes confirm an Evil if they didn't transform properly. If you chain many Bakers, you can tell which ones are Corrupted, and the Evils have a harder time blending in unless they are themselves disguised as Bakers.

Dreamer: This character probably needs a buff, but I wouldn't exactly call it bad when it can reliably self-validate. If you don't use it to find location-restricted Evils like Chancellor or Puppet, then it essentially becomes a slightly weaker Confessor, and since it appears in higher ascensions, it's acceptable to have a difficulty increase like this.

Graverobber (suggested below): You could make a minion like this, but if it would fit the theme better, you could also turn it into an outcast with a balance ability like Plague Doctor's: "While alive, you can't see the true identities of dead characters / whether dead characters are Corrupted / both. ↷, Pick a dead character: Learn their true Role and whether they are Corrupted."

Vampire (suggested): There's nothing wrong with the health mechanic on Lilis. Other than that, it's a good role, but it's a bit game-changing. However, as a Demon, it should really have a name.


If you (the developer) plan to lean further into the health mechanic (judging from the new mechanics for Drunk, Knight, and Lilis), I would suggest a healing role, but with a condition like Slayer so it's not obviously Evil when you don't heal. Something like this:

Medic (Villager, Good): ↷, Pick a character: If that character is alive and not Evil, heal 3 health. (If Lies: do not heal.) [But made less powerful if it refreshes at Night.]