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(+1)

Hey,

I've played a bit of the campaign mode, and I have to agree with other comments : this feels really hearthstone-like.

  • The main mechanics are mostly the same (heros, weapons, hero power, mana system with a +1 each turn, taunt, battlecry, etc.)
  • Some cards are carbon copies (3 damage for 2 that freezes, "fireball" 6 damage for 4 mana, a troll looking guy which is a 4/5 for 4 mana, etc.)

Right now, the card game itself seems to not be doing a lot of original things (mind you, I didn't play that much).

Also, some UI elements feels a bit weird. For example, the hero power of your character requires you to hold the mouse click to then select the target. If you just click it (as I did, expecting a "click to activate --> click to select target"), then it default to hitting yourself. I had similar kind of issues with battlecry cards.

I'll also add a small comment on the art which I assume to be AI generated. I understand that the game is in an early development stage and that you can't necessarily get cool looking cards without a huge time or money investment, but I think it does go with the lack of identity the card game currently has. The different cards lack a coherent theme which kinda makes it a bit hard to get attached to the cards you obtain, or to get inspirations for deck building. Having a clear theme for different kinds of archetypes really helps to make a card game more interesting. Even something as simple as visually looking alike could be enough (like, all the blue-looking cards kinda working together for example). I would even say that having less details can make cards easier to identify. You can look at a game like Quantum protocol to see how a very simple art style when it comes to card design goes a long way to make it distinctive and easy to want to build with.

So yeah, the base is here for a card game, and it seems there is enough content currently in the game to play and have fun, but it lacks distinctiveness making it hard to really want to play more.

thanks for playing

Also, some UI elements feels a bit weird. For example, the hero power of your character requires you to hold the mouse click to then select the target. If you just click it (as I did, expecting a "click to activate --> click to select target"), then it default to hitting yourself. I had similar kind of issues with battlecry cards.

I am torn on this, because if you had a battlecry where you wanted to target yourself like a heal, there' no way to distinguish intent. I will think about this.

For the art, it's from a asset pack. I am wondering if going full AI would actually improve the art...
The overall theme of the game is Heaven vs Hell in a fantasy world.

The synergies are there. many Hearthstone Launch archetypes are fully implemented. Maybe they're not as obvious because you're not forced to use the cards in a certain class.

In deckbuilding games, limitation tends to help yeah.

If you have access to everything right away without any sort of grouping ("hard" grouping forcing you to play cards together, or "soft" grouping which just hints at synergy), it can become overwhelming.