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Open Feedback - 0.6.0 Sticky

A topic by Sol created 74 days ago Views: 191 Replies: 7
Viewing posts 1 to 5
Developer

Please share any thoughts, positive or negative, about these changes.

(+1)

Snatched a win on my first try with only 1 HP left XD


My thoughts:

- Combat feels good, the value difference as damage was simpler to understand but strategy gets broader with this approach (the rules pop-ip still talks about difference though)

- Rewards are better and help shape a cool strategy in our deck

- Visually there have been some changes that I do not totally appreciate, like the icons for the player are horizontal and above the picture while for the enemy are vertical and on the right side, the total is now displayed in a circular picture that leaves out the max number we can achieve in the current turn (not optimal imho), the calculation of damage and hits feels "chaotic" I was always confused when those number came up in the middle of the screen (it might be a personal thing though)


I can't wait to try the game with the future updates, I think it has the core to become an addicting and fun roguelike, also I love the art style!


Giacomo

Developer(+1)

Thanks a lot for the feedback !

(+1)

Really enjoyed the boss! It is hard enough and nails better the "unfair" vibe compared to the older version, while completely beatable once you get the hang of it.
The damage system is very nice once you get it, but it can feel a bit confusing at first.

For the balance, I felt like the character upgrades for damage/defense were better than their counterparts  from "minor upgrade of card without curse" on the current build. I suppose it would even it out with a longer gameplay, where you could create a build to privilege multiple low-value cards - or something like that.
The cursed cards balancing was nice!

(6 edits)

notes

  • 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.

  • Where did my negative and blank cards come from?

  • What is the purpose of blank cards and where do they come from?

  • 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?

  • 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

  • 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.

  • Providing a readout of the contents of the opponents deck, maybe only at the start of the round might be worth trying out.

  • Having a permanent reference of the contents of your deck should be a power up.

  • 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.

  • Cursed cards probably shouldn’t be destroyable.

  • 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:

  • The way the +X to maximum before bust is poorly explained. Does it apply to the current turn or the next turn?

  • 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.

  • I suggest implementing A for hit, F for stay at least.

  • 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.

Developer(+1)

Thank you! !
You know that the QAs are the unsung heroes of game development, so this is the kind of gold feedback I really appreciate.

Thanks! We really are. Working in software QA is pretty demoralizing as we are treated as an obstacle rather than a safety net. I appreciate the kudos!

Also, I added more feedback.

(2 edits)

New version! Yayah!

First the awesome:

  • the base speed is much faster, and it is great.
  • reducing the number of cards destroyed on the square from 3 to 2 is much more balanced.
  • The ace is an excellent addition
  • New enemies look great!
  • Multiple decks!? How cool is that?
  • New enemy abilities?! The blood djinn rocks my socks! His is so good and is a good counter to people who cut the highest cards in the deck. That being said, I think he should be placed near the end instead of the middle of the sequence.

Now the areas that need work:

  • the master is too easy. I got frustrated at the master because he was so hard but he is the boss. He is supposed to be the demonstration you have mastered the mechanics. He hits on 8 of 15 - what? When I said said I would end him, I wanted it to be an accomplishment. On my first play through it was like he bought me drinks and brought out the fun bedrooms stuff and passed out.
  • All of the enemies are too easy except for the blood djinn. They are standing on 6/13 which is – child’s play. This is supposed to be a high stakes gauntlet where I am gambling my eternity, not given a participation trophy.
  • While the speed of animation while dealing the cards is quick and an improvement, the interstitial animations are very slow. I think we still need the speed buttons. I was very comfortable with the max speed before and I found myself wanting to speed things up again.