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(+1)

Seems like a good start, but there are some issues, especially with control complexity.

1: Why are the cards standing up. They are cards. They should lay on the ground face up. As it is, I spend most of my time looking at the back of the cards which is extremely unuseful. This would also make them easier to click on.

2: Why do my offensive skills work when I don't have a target. This just makes me waste time waiting for a refresh. Either fail to activate without a target, or target the closest enemy.

3: My units keep randomly deselecting when moving, getting me into bad situations. Clicking on the ground should always move, never deselect.

4: Make enemies appear earlier. I don't like stepping into the circle only to find myself in the aggro range of multiple enemies.

5: Make the camera lock to selected units. Also have default zoom just barely large enough to hold one arena.

6: Simplify the controls. Many of them are too fiddly and unintuitive. And there are just too many of them. I should not have to check a controls list to figure out how to do anything.

7: Exp gains are much too slow. I completed the five parts of the first area using basically one card and only got to level 2.5. Wasn't even enough to unlock the second skill.  Maybe make them get exp for doing what they are supposed to do. Caster gets exp for casting, support gets exp for healing, tank gets exp for tanking, etc...

8: They are three hero cards. More would be nice for different attack styles and synergies.

9: Something to do with gold once all characters are bought. It's pretty useless atm.

Hey Acaykath, thank you so much for taking the time to write such detailed feedback — this is incredibly helpful!

Let me go through your points:

1: The standing cards are actually a deliberate design choice. In the 3D environment, I felt that upright BattleUnits with card artworks look better visually than flat ones on the ground. I understand it can be a bit inconvenient for clicking though, so I'll keep an eye on how to improve the interaction there.

2: Good point! I'll look into making offensive skills only activate when there's a valid target in range. That should prevent wasted cooldowns.

3: I've noticed the deselection issue myself after more testing — this will definitely be fixed.

4: Agreed, having enemies appear earlier so you can get a better overview of what's waiting in a combat zone makes a lot of sense. I'll work on that.

5: Camera improvements are on the list! A lock-on mode and better default framing of the combat area sound like solid improvements.

6: Yeah, the controls need work — I'm fully aware of that. Making them more intuitive and streamlined is something I'm actively working on. I'm also planning to add controller support down the line, so the rework will take that into account as well.

7: EXP balancing will be addressed in upcoming updates. I also really like your idea of role-specific EXP gains (casters earn EXP from casting, supports from healing, tanks from tanking, etc.) — that's a great suggestion I'll consider.

8: More hero cards are in the works! I need to balance them carefully with the other card categories, but variety is definitely the goal.

9: Gold is intentionally limited in this MVP version. Future updates will add crafting and other systems to give gold more purpose.

Thanks again for the constructive feedback — it really helps shape the direction of the game!