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Don't you think that scavenged arrow might be a bit too busted hehe

I honestly thought it would be too inapplicable. But I think the state it's in now is good. In real runs I've felt that it's hard to build and play around, but maybe that's a sign that the design isn't too cooperative with other cards (Which I want it to be)

played a game, only had elder spirit clarion, sunderstaff (placement issue) and scavenged arrow on the field and it gave me 30 points alone for 5 resolve left, no amount of perils really could top it

the only thing that really shuts it down are flame traps

I might change arrow then. I think I was too stuck on the fact that getting max value from it is difficult and inconsistent, but didn't realize that even if it isn't at max value it's still kind of ridiculous.

I'd like to keep the core concept of "Keep resolve for scoring" intact because I feel like that's fine. But it could use some number tweaks.

Maybe the bottom and middle could be +2 and +1 per resolve respectively, and the card could cost 2. That leaves the top feeling weird, but maybe just having it be "This has +1 if there is any DEX resolve left" would be fine. It's supposed to be an early investment definer, so having it be weak at the top would make sense. 

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maybe +x points based on the largest dex pool of resolve? this would prevent abuse of steel mechanic