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(1 edit)

a constant in some of the deckbuilding games i've played is a way to bring up the draw deck (and discarded) to see what cards could be drawn the next turn - not the draw order (unless enabled by some hypothetical mechanic). it's not really necessary if you have a good memory of your deck, i guess. but it's commonly a feature that probably won't have any drawback. since, if you want to rely on your memory, you still can by avoiding viewing it. also, like others have mentioned, there is that sequence that happens when you play a card that locks any interaction and delays until it pings the values gained - it doesn't feel that good. it feels better if you're able to spam your played cards fluidly without delay.

I do wish there was a good way to allow playing multiple cards at once, but I haven't found a way that works super well. If you have any ideas, I am interested!

(5 edits)

I have no idea how the code works, nor how to program, just to preface. why can't you just remove the value pinging, just let the math update without the pause and locking in? maybe you'd have to remove that number pinging flair, as it currently is but the gamefeel of playing the cards smoothly is preferrable imo. maybe you could have the pinging animation not be tied to a delay and continue to happen in the background or have a separate counter panel to the side that displays some animation instead of on the actual card - maybe that would be easier to work in? the 3x sped up animation option is already getting to that smoothness save that lock-in. maybe you could just speed up that ping flair more, so it would be near instant? 

or maybe when you click a card while another card's animation is playing it could spend the energy in advance and queue up that action to play the card as the animation ends instead of having to wait for the lock to end - that would make the card selection/playing feel smoother, watching the pinging aside.