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I think there's a bug with this verison where after I complete a run, the "card removal" price that I ended the run with is carried over to the next run, making to a point I can't even remove cards anymore. For the first run, I removed 2 cards from the cannon captain's deck, which increased the cost to 100 coins, but that priced didn't go back to 50 coins when I started the 2nd run and it started at 100 coins. I assumed that if I continued runs in the future, the price starts out at 150 coins and I can't even remove cards anymore because the game is not resetting the price back to 50 coins when my current run ends or is abandoned.

2nd, for one of the bosses, he summons 2 bots that attack immediately when they are summoned that turn, and the game gives me no info on the details of what is being summoned to begin with, let alone that they attack on the same turn they are summoned when they don't have a "haste" keyword or "attack on the same turn they are summoned" like the assassin character in the first fight. For the summoned bots, they should be "stunned" for one turn so your own units have a chance to kill them since this is a surprise out of the game if one of your cannons gets destroyed and you were never warned of this in advance.

3rd, when a cannon reloads and fire at an empty tile, it basically becomes a waste since you now have to reload it twice in order to fire it again, and I barely shown any ways to move units outside the movement point you get every 3 turns. I mean, if I have units in a row where no more enemies will spawn, they basically sit there and do nothing while another row is struggling to keep enemies at bay since you can only move 1 unit every 3 turns and I don't know if you can move a unit into other occupied tile and have them switch positions or something.

4th, the 2nd character that gives frenzy to units can still draft cannons, but doesn't have anything to give himself ammo to speed up how fast cannons can shot like the first character. Fruther, he also suffers from his units needing to take damage before they can hit, and his starting deck doesn't start out with direct damage cards that can kill a unit outright so he can still do something if all of your units are dead. This also adds that if all of your devices/units are dead, this snowballs to the point of losing the run because you can't summon those units again (and the game has no exhaust pile to see what units already died) and something I didn't like in Monster Train when units died and you run out to summon, meaning your health now takes hit you can't do anything about.

For the 2nd guy, he only good starting card is brawler that has 6 health, but he only starts with 2 copies and cost 2 energy to play, compared to the first captain that has 5 cannons and each have 5 health to take a few hits, and each cost 1. The brawler should cost 1 since its the 2nd captains main card until you can draft better ones after the first battle.

I hope that feedback helps. Currently, the first captain seens to be better since she starts out with cannons, units, etc. out of the gate, can side into frenzy if you find the cards to do it, and ways to add ammo to cannons so she can fire them faster. For the 2nd caption, he also can't side into cannons because he doesn't start with any ways to gain ammo, and its like he's too fixed to go the unit route with no easy way to add cannons to the list when the game offers the same cards to both captains but the first one can easily side into the other's archtypes.

Wow thanks for such an amazingly detailed feedback!

1. The card removal price not resetting is definitely a bug. We'll get that fixed!

2. Yeah I can see how that can be frustrating. It's due to the bots being summoned and then the game goes straight to combat. Stunning them to prevent action on the first turn seems like the best way to handle it.

3. Yeah it's something we noticed was an issue as well, but we ran into another problem if the cannons don't fire even when fully reloaded. Questions like, when does it then fire again? Do you need to waste another ammo to do it?

In terms of movement we're still looking to strike the right balance. We don't want players to be able to move too often since then you would just need 3 - 4 core units. We've also planned for an archetype of units where their strategy revolves around moving units around for surprise attacks and bonuses and being able to generate move points.

4. Yeah I think now the balance is definitely skewed too much in favourof the 1st captain and cannon strategies. We'll have to balance it out better.

Regarding the captains siding into different strategies, cannons definitely feel more isolated and really useful to the cannoneer strategy. We're fine with some cards being really good only in their archetype, but we're still looking on how to balance it. (For example, there could be a devics that could trigger based on when allies attack, making it better for combat strategies)

 Really appreciate you taking the time to test the game and leave your thoughts. We'll use the feedback to continue improving the game!