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(3 edits)

Hey Ulgrash, thanks for the report, very much appreciated ๐Ÿ™

1. Indeed, that's a bug I will fix

2. I dont' understand. When there are many cards, the rightmost is the only one that is entirely visible. Did you mean the leftmost card? In any case, this should be mitigated by the card under the cursor to be shown in its entirety. See example: https://imgur.com/zPku7Oz.

3. Yes this is intended, although this is not explained yet (I want to add a "Fill the frontline!" fading text when this happens). This is to make Ranged cards less strong. This forces the player to protect these creatures by putting other creatures in the frontline (top row). If you don't, the Ranged creatures will move from the backline (bottom row) to the frontline when  your turn begins (avoiding them to "camp"). What do you think of this mechanic?

(+1)

2. right card not showing (even if mouse over, doesn't appear):

https://gyazo.com/a8b43f40ede2fa01a6f8ce97354ca099

3. I didn't like it because i had a melee unit protecting it, but the enemy killed it and my ranged unit would "fill the frontline". When my turn arrived i couldn't place a melee unit in front, and if i placed a melee unit behind it wouldn't advance when the ranged one died.

My opinion:

I think units should only increase score if there is no enemy on the same column. So melee units should attack ranged enemies in the back row if there is no one protecting them. I think the difference between ranged and melee should be that ranged can attack from the back row but that's all.

And i don't think ranged units should advance, meanwhile melee ones definitely should. What kind of archer runs towards the swordsman and what kind of swordsman doesn't chase the archers?

(1 edit)

2. Got it ๐Ÿ‘ Can you tell me: the operation system you are using? as well as the browser you use (Microsoft Edge, Firefox, Chrome, etc.)?

3. I see. I had planned to add "move" cards to move units around to mitigate this, but.. hum I don't know. Either I need to make these new cards clickable (so that you can choose in which direction the affected unit will move), or I need a lot of these cards (each one moving a unit in a specific direction). None of these two options for these tentative new cards is appealing.

What you suggest avoids the need for these "move" cards which is nice. I will think about the different options and come up with a change. Thanks for the suggestion ๐Ÿ™

(1 edit)

Windows 10, Chrome.

I have another suggestion, though this one would drastically change the current game. It could also break the balance.

Cards should somehow affect other columns.

For example: "ally on the right gets +1 atk while this is alive". Similar to the current "discipline" but for as long as it's alive. Things like this would make where you place cards even more important

Thanks for the report.

Yes I have such cards in the back of my mind. It's a bit more complex to implement because it makes the stats of a card depends on other cards, which is doable, but a bit more complex than Discipline. That is why I started with Discipline. As the decks grow, the kind of card that you describe will likely be introduced ๐Ÿ‘