Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

@Lunge1

Ditto on my previous combat about the balance. Thank you for that, having more people tell me definitely lets me know its an issue vs a one off.

You're 100% correct on the structure issue. The tutorial barely covers it when I talk about entities and because of that, seeing Shrine of Sparks for the first time is super confusing because it acts like a weird follower. I'll create a card for the tutorial so I can demo that better in the next build.

Enemies spawning at the back was a design choice to make the game a bit more simple, allow the AI to not have to make complex choices on where to drop followers since the decision trees for that can be pretty complex. But it did open up future design space for cards and abilities to allow the movement of entities on the field. Hopefully with those implemented in the future the ability to shift entity positions for strategy will open up.

Some entities going dormant for a turn is explained in my tutorial, however that comment has come up a couple of times so I know I need to explain it better. I'll do a better job in the tutorial of the next build. Generally it's entities that can tussle on the turn they are played like Garter Lamia and Vent Lizard, but Flowering Dryad also does that.

I agree, I've had several suggestions for zooming in on cards I am talking about during the tutorial, I'm hopeful to get that in on the next build.

Appreciate the feedback and the time you took to right that all!

Always happy to hear feedback reaches.

Thanks for explaining why you keep/made follower spawning the way it is. And cards specifically for shifting followers could be interesting. As long as they aren't too expensive on the vigor that is, but that can also be split in many ways, like only shifting your followers or the enemys or either or something.

And nice to know I simply missed it in the tutorial rather than the mechanic actually missing from it.

Oh, and I saw in your comment about balancing the decks more on the other reply in here to get the win rates closer, I think the actual power disparity between the decks is less of a problem than simply the feel when playing them. 

Best example I have to explain what I mean would be 'Searing Ray' in the growth deck. It's one of two removal cards in the deck, and the more common one I think, and it can only target two of the opponents followers, the little 5 hp lizard that deals direkt damage to the player on every attack but also on death and the slimes. Given that Cinder has 4, or maybe 5?, other followers already makes the spell seem incredibly weak, but using it on the little lizard thing also feels bad as you are spending your very limited removal but still take damage. It is objectively correct to just nuke the lizard 9 time out of 10 as long as there isn't a slime on the enemy side, but it still leaves a bad feeling. Maybe if the lizard is killed during a tussle it triggers the direkt damage on it's swansong effect? I dunno, just spitballing.

Anyway, thanks again for taking the time. Looking forward to whenever the next update drops.