notes
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If I hit BlackJack ex. 13/13, I should win unless he hits blackjack, (15/15), and in that case it should be a draw, right? I encountered this at the first boss.
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Where did my negative and blank cards come from?
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What is the purpose of blank cards and where do they come from?
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The choice between damage reduction and +HP isn’t a very good mechanic – it makes more sense to always choose damage reduction or damage up. Why would I ever add HP?
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Removing 3 cards from the deck at a time is a bit broken. Just by destroying the highest value cards (I completely got rid of 5 & 6) made battle trivial and more about luck than judgement.
Edit 1
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Giving the boss +2 on the spread is all kinds of BS, even when I have all the 6s and 5s cut from my deck.
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Providing a readout of the contents of the opponents deck, maybe only at the start of the round might be worth trying out.
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Having a permanent reference of the contents of your deck should be a power up.
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Going bust by playing 3 cursed (black) cards should instantly bust me. This isn’t happening. update Sorry, this is working as intended. 3 cursed SYMBOLS. This isn’t communicated visually to the player very well.
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Cursed cards probably shouldn’t be destroyable.
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Having to re-select my game speed for every run is pretty annoying. Caching this preference and persisting it would reduce friction.
Also moving my suggestions from the stable page:
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The way the +X to maximum before bust is poorly explained. Does it apply to the current turn or the next turn?
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Would love some keyboard controls. It makes sense to have the hit/stay on opposite sides of the interface, but I find it gets in the way of the flow of the game to use the mouse.
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I suggest implementing A for hit, F for stay at least.
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For accessibility points, tab/arrow to cycle through elements on the screen.
Also I work in software QA and I have some experience with coding. I will probably have a lot of feedback like it’s my job. It is. I apologize ahead of time.