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A small balancing suggestion: although number of packs assigned is generally a good proxy for balance, sometimes certain combos slip through that really don't need any support and just win the game themselves. For example, metallic entity and sage of alchemy (which are in the same pack, which makes sense) let you play a 16/16 reliably on turn 6 that negates and powers-up from ongoing counter effects (silence, freeze, aimed). This is too powerful, but the balance system will insist that lightning is drastically underpowered even as you cruise through all opposition with your two-card combo. Some method to detect overly efficient combos (at least when used by the director) and reward them for banning them or punish them for leaving them unbannedwould be good in the full version, if it is possible. I get that it might not be possible because detecting when that is occuring might be too hard ^^;

(+1)

The card set including Metallic Entity was already under adjustment, but I apologize for not paying enough attention as we focused on releasing the demo within the scheduled timeframe.

Going forward, I will work on balancing so that overly powerful combos cannot be obtained too quickly through a small number of card releases.

I will also think about ways to prevent strategies where the Director (player) benefits from a strong combo while avoiding necessary restrictions on that attribute by banning only unrelated cards.